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{{Stub|Work in Progress. Not all info is detailed and accurate yet. Will confirm once the page is complete enough.}}
{{Version|0.13.0.11}}
(UPDATED [[Version history/Alpha|v.0.10.4.0]] _ New Frontiers)
{{cleanup}}
Embark on a journey through the depths of Europa. Travel from location to location, complete missions to earn money for supplies, discover new biomes—and perhaps eventually uncover the secrets of Europa.
 
This is the only [[Game Mode]] available in Singleplayer, but it can be played in Multiplayer as well.
 
 
Upon starting a Campaign, the player (or host) chooses a submarine to start.<br>Every sub is identified as a specific class. In Singleplayer, since the initial balance is 8.000 mk, only the 6,000 mk Scout class [[Dugong]] or the 7,800 mk Attack class [[Humpback]] may be selected initially. Any installed modded sub costing 8,000 or less will also be available. In Multiplayer, modded subs without a class can still be used in Sandbox and Mission modes only. Unlike Singleplayer, the host can freely choose whichever sub to start with in Campaign, vanilla or modded.
<center>{{Quote|You've just been commissioned by the Europa Coalition at '''<Colony's name>''' to serve aboard a '''<Player chosen>''' class sub. The waters of Europa open up before you—explore, help expand the colonies, and make of this place what you will.|In-game introduction}}</center>
Once the desired sub has been picked, the game starts immediately, displaying the intro text and the crew is transitioned inside the starting Outpost. There, the crew can get comfortable and explore freely, talk to people, make transactions, obtain assignments, relax on an unoccupied chair... or maybe steal other people's possessions, injure/murder the Outpost's dwellers—either on purpose or accident and have the crew's Reputation tarnished and whoever responsible cuffed, or worse, eliminated by the Outpost's Security.
 
The in-game currency is the ''Europan Mark (mk)'' and the initial balance of the crew is 8,000 mk minus the cost of the selected submarine.
==Map==
The '''Map''' is the navigation system displaying the crew's current Location and different paths leading to other destinations with any Missions the player has picked up from the Outpost. It can be accessed through the overlay which appears on top of the screen when the player chooses to leave the Location near the docking area. Alternatively, the player may access the Map by using their sub's Navigation Terminal/Status Monitor in the Command Room and choosing to undock the sub from the Outpost.
 
The Map is displayed on a grid, 2 squares high and 15 squares wide. Squares are greyed out until they are travelled to. The crew starts their journey on the left side of the Map and progressively ventures deeper into the heart of Europa to the right. The further they go, the deeper, and the harder levels will get.
 
The two main elements on the map are '''Locations''' (outposts or empty locations) and '''Connexions''' (dashes forming a path between two Locations). When travelling from one Location to another, the crew must make their way through a '''Level''', steering the submarine from the entrance to the exit. Locations and connexions the crew has set foot in will be highlighted in green.
 
There are five [[Biomes]], each having their own difficulty, resources, and depth: from left to right, the Cold Caverns, the Europan Ridge, the Aphotic Plateau, the Great Void, and the Hydrothermal Wastes.
==Locations==
There are 8 types of '''Outposts''' and '''Points of Interest''' throughout the Map of Europa's ocean. Additionally, 3 types of Points of Interest may be present on Connexions.
===[[File:Outpost.png|80px|middle]]Outposts===
Civilization exists on Europa in the form of '''Outposts'''. Many dwellers and shop owners reside there, as well as the security force keeping peace and order. After each trip the crew makes (also called turns), discovered (not necessarily visited) Outposts have a chance of triggering the transformation into a different type: '''Empty Locations''' may be settled into a '''Habitation Outpost'''; Habitations may specialize into either '''Mining''', '''Military''' or '''Research'''; and specialized outposts may become a fully developed '''Colony'''. The tranformation trigger itself is not shown, and a semi-random duration of 1 to 4 turns applies before the transformation is complete, at which point a notification is displayed on the map and in the chat.
 
In the docking lobby of every outpost is the '''Outpost Terminal'''. The Submarine Delivery Service can be accessed there, allowing the player to switch between owned subs for the next expedition. The terminal's interface also displays information about each selected sub and the amount of Marks the crew has.
 
There are 5 different Outpost types:
 
<span id="Habitation Outpost">[[File:Location Habitation Outpost.png|70px]]'''<big>Habitation</big>'''</span>
 
As the name suggests, when a Location is first inhabited, a '''Habitation Outpost''' is established as the most basic foundation to later on develop into a different form when certain requirements are met.
 
Each turn, Habitation Outposts have a 30% chance of changing into a specialized Outpost, provided there are no adjacent Hunting Grounds. Once triggered, the change becomes effective 1 to 3 turns later.
 
<span id="Military Outpost">[[File:Location Military Outpost.png|70px]]'''<big>Military Outpost</big>'''</span>
 
'''Military Outposts''' are one of the three specialized outpost types scattered across Europa, mostly occupied by the Coalition force.


Embark on a journey through the depths of Europa. Travel from location to location, complete missions to earn money for supplies, discover new biomes—and perhaps eventually uncover the secrets of Europa.
The facility features prison cells, which the player can open the using the corresponding buttons. A Weapon Holder may be present nearby often keeping a random tool or weapon.
 
Once discovered (not necessarily visited), each turn, Military Outposts have a 30% chance of changing into a Colony, provided there is an already established Colony at most 3 locations away and no adjacent Hunting Grounds. An additional 10 points is added to that percentage each turn, if the existing Colony is only 1 or 2 locations away. Once triggered, the change becomes effective 2 to 4 turns later.
 
<span id="Mining Outpost">[[File:Location Mining Outpost.png|70px]]'''<big>Mining Outpost'''</big></span>
 
'''Mining Outposts''' are one of the three specialized outpost types scattered across Europa, commonly occupied by miners easily identified by their Miner's Overalls.
 
Inside, it is distinguished by its mineshaft section.
 
Once discovered (not necessarily visited), each turn, Mining Outposts have a 30% chance of changing into a Colony, provided there is an already established Colony at most 3 locations away and no adjacent Hunting Grounds. An additional 10 points is added to that percentage each turn, if the existing Colony is only 1 or 2 locations away. Once triggered, the change becomes effective 2 to 4 turns later.
 
<span id="Research Outpost">[[File:Location Research Outpost.png|70px]]'''<big>Research Outpost'''</big></span>
 
'''Research Outposts''' are one of the three specialized outpost types scattered across Europa, commonly occupied by researchers wearing Researcher Outfits coming together to study the surrounding fauna.
 
The Research Outpost possesses some of the most advanced facilities and laboratories filled with electronics, terminals, and isolation cells for test subjects.
 
Once discovered (not necessarily visited), each turn, Research Outposts have a 30% chance of changing into a Colony, provided there is an already established Colony at most 3 locations away and no adjacent Hunting Grounds. An additional 10 points is added to that percentage each turn, if the existing Colony is only 1 or 2 locations away. Once triggered, the change becomes effective 2 to 4 turns later.
 
<span id="Colony">[[File:Location Colony.png|70px]]'''<big>Colony</big>'''</span>
 
'''Colonies''' are the first type of Outpost the crew starts in, which is supposedly the most stabilized and developed type of Outpost.
 
The Colony is the only Outpost that is permanent when established and doesn't transform again.
 
The interior of a Colony includes storage areas, crew quarters, store sections, the reactor area, the oxygen generator area, a maintenance bay, HR office, and manager office.
 
===Points of Interest===
<span id="Empty Location">[[File:Location Empty Location.png|70px]]<big>'''Empty Location'''</big></span>
 
Unlike Outposts, '''Empty Locations''' are uninhabited, presumably safe Locations for colonization. Because there is no Outpost there, the crew is advised to restock on supplies, heal up and prepare the sub at an Outpost before going into these parts as they won't be able to do so when they get there.  


This is the only [[Game Mode]] available in Singleplayer, but it can be played in Multiplayer too.
Once discovered (not necessarily visited), each turn, Empty Locations have a 30% chance of changing into a Habitation Outpost, provided there is an already established Colony at most 3 locations away and no adjacent Hunting Grounds. An additional 15 points is added to that percentage each turn, if the existing Colony is only 1 or 2 locations away. An additional 20 points is added to this percentage (only once) if there is an active Beacon Station 2 locations away at most. Once triggered, the change becomes effective 1 to 2 turns later.  


Following version 0.10, the New Frontiers major update, everything we know about '''{{PAGENAME}}''' in previous versions has been completely overhauled. Mainly, the update introduces new key elements of Campaign progression; therefore, the whole map interface with the Store, Crew, Repair hub has been entirely removed. Now the players must navigate in an explorable, procedurally generated Outpost to manually access core game features.
<span id="Abandoned Outpost">[[File:Location Abandoned Outpost.png|70px]]<big>'''Abandoned Outpost'''</big></span>


Upon starting a Campaign, the player (or host) chooses a submarine to start out.<br>In Singleplayer, only vanilla subs are accessible, which are identified as a specific class, and the only sub available for the player is the Scout class sub, the Dugong. In Multiplayer, modded subs whose class is undefined can be used in Sandbox and Mission only. Unlike Singleplayer, the host can freely choose whichever vanilla sub to start out in Campaign.
Outposts may become abandoned in two ways: either Hunting Grounds were adjacent to it, or the [[Jovian Radiation]] has spread to it. A few Abandoned Outposts are also directly present when the game starts.


<center>{{Quote|You've just been commissioned by the Europa Coalition at '''<Colony's name>''' to serve aboard a '''<Player chosen>''' class sub. The waters of Europa open up before you—explore, help expand the colonies, and make of this place what you will.|In-game introduction}}</center>
Upon docking to an Abandoned Outpost, one of four missions will be triggered: destroying the outpost, clearing a nest, hostage rescue or assassination.
Once a desired sub has been picked, the game starts immediately, displaying the intro text and the crew is transitioned inside the Outpost, which is always the Colony. The in-game currency is called ''Europan Mark (mk)'' and the initial balance of the crew is 2,500 mk. Here, the crew can get comfortable and explore freely, talk to people, make transactions, obtain missions, relax on an unoccupied chair... or maybe steal other people's possessions, injure/murder the Outpost's dwellers (either on purpose or accident) and have the crew's Reputation tarnished and whoever responsible cuffed, or worst eliminated by the Outpost's Security force.


=Map=
<span id="End Location">[[File:Location End Location.png|70px]]<big>'''End Location'''</big></span>


The '''Map''' is the navigation system providing the crew's current location and different paths leading to other destinations with missions the player picked up from the Outpost. It can be accessed when the player chooses to leave the location which appears on top of the screen when near the docking area. Alternatively, the player may access the Map by using their sub's Navigation Terminal/Status Monitor in the Command Room and choosing to undock the sub from the Outpost.
<span id="Hunding Grounds">[[File:Location Hunting Grounds.png]]<big>'''Hunting Grounds'''</big></span>


The layout of the Map is divided into grids containing 16 cells each. The grayed out grids, which are randomized every game startup, are ones the crew has yet to discover and not showing any paths or locations. The crew start their journey on the east side of the Map and gradually venture deeper to the heart of Europa on the west, which gets progressively harder in difficulty the further in the crew travel. The available paths the crew can take also only cover 2 grids in column. There are different looking grids, representing a specific biome, currently consisting of 5 in total. From left to right there are Cold Caverns, Europan Ridge, Hydrothermal Wastes, Aphotic Plateau and lastly Great Void.
Hunting Grounds only appear within levels, that is, in the connexion between two locations. A strong [[:Category:Creatures|Creature]] is hunting there, preventing Empty Locations adjacent to it from changing into a Habitation Outpost, Habitation Outposts from changing into a speciialized Outpost, and specialized Outposts from changing into a Colony. Additionally, any adjacent inhabited outpost has a risk of becoming abandoned (50% per round).


Any location the crew has set foot in and any path the crew has traveled will be highlighted in yellow, except for Natural Formation, which is highlighted in green.
To allow settlements and improvements or defend existing outposts, players may defeat the creature in that level, removing the Hunting Grounds permanently.


=<span id="Outpost">[[File:Outpost.png|80px|middle]]Outpost</span>=
<span id="Beacon Station">[[File:Location Beacon Station Inactive.png]][[File:Location Beacon Station Active.png]]<big>'''Beacon Station'''</big></span>


Currently, there are 8 types of locations throughout the Map of Europa's ocean, divided into 2 groups. The first group, comprised of Colony, Habitation Outpost and 3 work camps: Military Outpost, Mining Outpost and Research Outpost, has an accessible, explorable '''Outpost'''. The second group, made up of Natural Formation, Breeding Grounds and the End location, doesn't have an Outpost for the sub to dock but merely acts as a checkpoint to choose the next destination. Unlike the first group, travelling to these parts proves more dangerous with the increased number of all kinds of aquatic [[Creatures|hostiles]], especially Breeding Grounds. However, upon successfully reaching the destination safely for the first time, Breeding Grounds gets depopulated and becomes Natural Formation. After making around 3 more trips to wherever, an unnamed group of settlers will venture into the Natural Formation and establish a Habitation Outpost.
Beacon Stations have the opposite function of Hunting Grounds, increasing the chance for an Empty Location to be settled and become an Outpost. However, they are initially inactive and must be activated in order for this to be effective. Entering a level containing a Beacon Station will automatically add it as a secondary objective.


==<span id="Outpost Terminal">[[File:Outpost Terminal.png|70px|middle]]Outpost Terminal</span>==
The effect of (active) Beacon Stations has a range of 2 locations: the first '''and''' second adjacent Empty Locations will get +20% chance of being settled.


In the docking lobby, usually located near the Storage area, stations the '''Outpost Terminal'''. The Submarine Delivery Service can be accessed here. It allows the player to switch between owned subs for the next expedition. The terminal's interface also displays info about each selected sub and the amount of Marks the crew has.
<span id="Sealed Off">[[File:Location Sealed Off.png]]<big>'''Sealed Off Connection'''</big></span>


==Reputation==
Before entering the next [[Biomes|Biome]], players must either reach a certain standing (Reputation Points) with the Europa Coalition, or make a "donation" at the nearest Outpost.
{|
!Locked Biome!!RP required!!Donation required
|-
|Europan Ridge||30||10,000 mk
|-
|Aphotic Plateau||40||12,000 mk
|-
|Great Void||50||15,000 mk
|-
|Hydrothermal Wastes||75||19,000 mk
|}
<span id="Depth Lock">[[File:Location Deep.png]][[File:Location Too Deep.png]]<big>'''Depth Warnings'''</big></span>


The '''Reputation (RP)''' system affects how Outposts and Factions relate to the crew. High RP can allow for discounts for supplies or unlock special Events and its outcomes, while low RP may turn Outposts hostile towards the players. Currently RP has no influence over the Shipyard's subs and Crew Management.
Depending on their [[Submarine]]'s crush depth and the starting depth of a level, an icon may be displayed on the map.


Each Outpost has a randomized RP, ranging from -10 RP to 10 RP, while all Factions have their own fixed initial RP. There are many ways to boost or diminish the RP of each Outpost and Faction, as straightforward as completing assigned missions or simply being violent towards the residents in the area and making the wrong decisions during some Outpost Events.
The orange icon means that the depth at the start of the level is within the submarine's reach, but there is no guarantee that reaching the destination will be possible, as the level's layout may require the submarine to go below its crush depth.


An Outpost's RP can reach the highest at 100, and the lowest at -100. However, at -81 RP and beyond, every single individual in the Outpost will become more than just verbally hostile. Those without a weapon will flee from the sight of the threat (the player), and those who are armed, mainly the security guards, will actively hunt down and attack every crew member until they either die or run back to the sub. Needless to say, this effectively prevents the crew from doing any kinds of business with the people in the Outpost since everyone runs away just from the sight of them.
The red icon means means that the depth at the start of the level is beyond reach of the submarine, and its hull will quickly give in to the pressure. Within seconds of entering the level, multiple leaks will start and keep accumulating, eventually leading to a complete flood and therefore exposing the crew to [[High Pressure]].
==Reputation==
The '''Reputation (RP)''' system affects how Outposts and Factions relate to the crew. High RP can allow for discounts for supplies or unlock special Events and its outcomes, while low RP may turn Outposts hostile towards the players. RP has no influence over the price of Shipyard's subs and hiring crewmates from Crew Management.


==Faction==
Each Outpost has a randomized initial RP, ranging from -10 RP to 10 RP, while all Factions have their unique fixed initial RP. There are many ways to boost or diminish the RP of each Outpost and Faction, as straightforward as completing assigned Missions or simply being violent towards the residents in the area and making the wrong decisions during some Outpost Events.


'''Factions''' are groups and organizations throughout Europa operating independently, each with their own agenda and isn't too fond of each other, so aligning with any Faction during Events may have a negative impact on the others. Currently, there are 4 active Factions in Europa:
Items inside any Outpost containers are marked with a red hand symbol, indicating they're the properties of the Outpost dwellers; therefore grabbing hold of them is considered theft, decreasing the Outpost's RP by 1, unless the culprit manages to snatch the items outside people's line of sight. As of v0.10.5.0, using the fire extinguisher of an Outpost is no longer considered theft when there's a fire nearby.


An Outpost's RP can reach the highest at 100, and the lowest at -100. However, at -81 RP and beyond, every single individual in the Outpost will become more than just verbally hostile. Those without a weapon will flee from the sight of the threat (the player), and those who are armed, mainly the security guards, will actively hunt down and attack every crew member until they either die or run back to the sub. Needless to say, this effectively prevents the crew from doing any sorts of business with the people of the Outpost.
==Factions==
'''Factions''' are groups and organizations throughout Europa operating independently, each with their own agenda and isn't too fond of one another, so aligning with any Factions during specific Events may damage the crew's RP with the others. There are 4 active Factions in Europa:
<span id="Europa Coalition">[[File:Faction Europa Coalition.png|80px|left]]'''Europa Coalition''' (15 RP)</span>
<span id="Europa Coalition">[[File:Faction Europa Coalition.png|80px|left]]'''Europa Coalition''' (15 RP)</span>
  ''The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society.''
  ''The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society.''
The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society. They rule by fear, and have the reputation for shutting disobedient colonies and outposts out of the supply loop, or simply subjugating them by direct force. Their motivation is ultimately to preserve humanity, but at any cost, and preferably with the status quo left intact.
The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society. They rule by fear, and have the reputation for shutting disobedient colonies and outposts out of the supply loop, or simply subjugating them by direct force. Their motivation is ultimately to preserve humanity, but at any cost, and preferably with the status quo left intact.


The Europa Coalition started off as a trade and cooperation agreement between the two largest Europan settlements and a handful of private paramilitary groups, but gradually grew to become what is essentially the Europan government. Many Europan outposts don't recognize the Coalition's authority, although it is still powerful enough that few dare to openly oppose it. There are groups such as the Jovian Separatists who do fight against it, aiming to bring it down and create a more democratic society. This is the crew's employer, as shown during the beginning of the Campaign.
The Europa Coalition started off as a trade and cooperation agreement between the two largest Europan settlements and a handful of private paramilitary groups, but gradually grew to become what is essentially the Europan government. Many Europan outposts don't recognize the Coalition's authority, although it is still powerful enough that few dare to openly oppose it. There are groups such as the Jovian Separatists who do fight against it, aiming to bring it down and create a more democratic society.  
 
This is the crew's employer, as shown during the beginning of the Campaign.


<br />
<br />
<span id="Jovian Separatists">[[File:Faction Jovian Separatists.png|80px|left]]'''Jovian Separatists''' (-10 RP)</span>
<span id="Jovian Separatists">[[File:Faction Jovian Separatists.png|80px|left]]'''Jovian Separatists''' (-10 RP)</span>
  ''A small, underground organization seeking a more democratic society by any means, from petty resistance to full-blown terrorism.''
  ''A small, underground organization seeking a more democratic society by any means, from petty resistance to full-blown terrorism.''
Line 54: Line 138:


<br />
<br />
<span id="The Church of Husk">[[File:Faction The Church of Husk.png|80px|left]]'''The Church of Husk''' (-5 RP)</span>
<span id="The Church of Husk">[[File:Faction The Church of Husk.png|80px|left]]'''The Church of Husk''' (-5 RP)</span>
  ''A religious group that seeks "communion" with the husk parasite in order to usher in a new kind of humanity, one more capable of surviving in this harsh environment.''
  ''A religious group that seeks "communion" with the husk parasite in order to usher in a new kind of humanity, one more capable of surviving in this harsh environment.''
Line 60: Line 143:


<br />
<br />
<span id="Children of The Honkmother">[[File:Faction Children of The Honkmother.png|80px|left]]'''Children of The Honkmother''' (-5 RP)</span>
<span id="Children of The Honkmother">[[File:Faction Children of The Honkmother.png|80px|left]]'''Children of The Honkmother''' (-5 RP)</span>
  ''The Honkmother's children are an unorganized lot who simply heed the call of the bikehorn.''
  ''The Honkmother's children are an unorganized lot who simply heed the call of the bikehorn.''
Line 66: Line 148:


<br />
<br />
==Events==
{{See|Events}}
Outpost '''Events''' are random occurrences the crew may encounter in any Outposts. Upon entering an Outpost, there's a chance that a randomized Event may occur in certain areas of the Outpost or after a certain period. Only 1 Event per Outpost is active at a time.


==Event==
In Singleplayer, the player becomes immobilized when an Event is triggered and can move again after finishing the Event. But in Multiplayer, the player can still move around freely while an Event is active. Additionally, if a character triggers an Event but decides to ignore it via choosing the option to do so, a different character may still be able to trigger it. This is especially useful if the character doing a particular Event isn't qualified enough to get the best result, but someone else in the crew is. However, this doesn't apply to every Outpost Event.


NEED A SPOILER TAG
The outcomes of these Events may affect a Location's and Factions' RP, reward the player with useful or exotic items, sometimes bring about more harm than good, all of which depend on the choices the player makes and many other factors.
==NPCs==
'''NPCs''' are the dwellers of an Outpost the player can interact with. There are 2 types of NPCs: Regular NPCs and Interactable NPCs.


=NPC=
Regular NPCs are just Outpost dwellers with no significant features.


'''NPCs''' are the dwellers of an Outpost the player can interact with. There are 2 types of NPCs. Regular NPCs whom the player can interact with by healing or getting informed about missions, and Shop NPCs who can only be healed by the Outpost medic and are the only way to get all kinds of services. Shop NPCs have distinguished looks and can mostly be found hanging around their respective stations, although they don't stay in one spot but instead tend to move around the Outpost like any other NPCs.
Interactable NPCs such as Shop NPCs and Mission NPCs are the only people the player can interact with in an Outpost to access all kinds of services and obtain Missions. These NPCs have distinguished looks and can mostly be found hanging around their respective stations, although they don't stay in one spot but tend to move around the Outpost instead like any other NPCs. Each of them has a unique directional marker showing their locations in an Outpost for easy navigation.
==<span id="Store">[[File:Store.png|45px]]Store</span>==
{{See|Store}}
The '''Store''' allows players to buy and sell [[Items|items]]. It can be accessed from the Merchant in every Outpost, who is distinguished by their Baseball Cap and Quartermaster's Outfit, along with the Shopping Cart icon above them.  


==<span id="Store">[[File:Store.png|45px|middle]]Store</span>==
They usually possess a Wrench, a Screwdriver, a Diving Mask and a loaded Revolver, so it's not the best idea to provoke them. Their station can easily be identified by the Display Shelf with various trophies in it and sometimes the Diving Suit Displays.
 
==<span id="Crew Management">[[File:Crew Management.png|45px|middle]]Crew Management</span>==
The '''Store''' allows players to buy and sell [[Items|items]]. It can be accessed from the Merchant in every Outpost, who is distinguished by their Baseball Cap and Quartermaster's Outfit, along with the Shopping Cart symbol in the chat bubble above them. They usually possess a Wrench, a Screwdriver, a Diving Mask and a loaded Revolver, so it's not the best idea to provoke them. Their station can easily be identified by the Display Shelf with various trophies in it and sometimes the Diving Suit Displays.
The '''Crew Management''' is a Human Resources department where players can manage their crew by looking over the current crew members and the available hireable people. The person in charge of this service is identified as a Watchman by their Watchman Clothes and the Human icon above them.  
 
The majority of ''[[Barotrauma]]''<nowiki/>'s items can be bought from the Store, including some [[Alien Ruins|alien materials]] that normally require crew members to retrieve their respective artifacts in order to obtain said materials through [[Fabricator & Deconstructor|deconstruction]]. The price and availability of items will depend on the Outpost type as well as the crew's RP in the area. Most of the items can also be found and harvested while exploring the vast Europan ocean, or fabricated on the sub with the proper materials, but some cannot be obtained naturally and are only available in Store. All purchased supplies will be delivered to the sub when the crew leaves the Outpost. The New Frontiers update also introduces new items in Store that couldn't be bought before, but in turn Watchman Clothes and Physicorium Shell appear to have been removed from every Store.
 
Items are now only available in limited supplies, having a fixed number in stock across all Outposts. The number of items in stock shares the same value with other Outposts of the same type, except for the Colony the player starts in, for all the items in its Store have 1 fewer supply in stock compared to other Colonies. For every visit to a new Outpost, the stock of items in visited Outposts (highlighted on the Map) will increase by 1. The restocking doesn't occur if the crew decides to return to the Outpost they've just left without reaching the next destination first or if they reach a Natural Formation instead since this location counts as a checkpoint until the crew reach the next accessible Outpost, where the restocking will then take place in visited Outposts.
 
Every Merchant's balance is 5,000 mk and doesn't appear to fluctuate on its own. Players now have the ability to sell items as long as they're within the inventory. As RP affects the price of all items, buying price and selling price may vary greatly. At 0 RP in any Outpost, the player can sell an item and yield 80% of the its buying price in the Store they're making a transaction in. For every 1 RP gained or lost, the selling price increases or decreases by 0.08%. Therefore, being on good terms with an Outpost allows the player to sell items for a higher price, up to 88% of the price at 100 RP. In contrast, the player will yield much less from selling items in a hostile Outpost, down to only 73% of the price at -80 RP. Similarly, the buying price, which increases or decreases by 0.1% for every positive or negative 1 RP. This means the player can get a max discount of 10% if they manage to reach 100 RP of any given Outpost. On the other hand, Merchants who hate them will kick up the price, up to 8% higher at -80 RP. The price will continue to change beyond -80 RP, but that is irrelevant when the whole Outpost starts violently turning against the player.
 
The following list includes every price of all purchasable items and the number of supplies in stock in different Outposts (Starting Colony not included) at 0 RP.


===<span id="Equipment">[[File:Equipment.png|35px|middle]]Equipment</span>===
They possess a Diving Mask and a loaded Revolver, which isn't just for show. Their station is the section with the Notice Board, a long Bench, and an Office Window.


[[Gear|Job gears]], [[Medical Items|first aid]], [[Weapon|weaponry]], ammunition, devices and [[tools]] are types of items the crew can expect to find while browsing '''Equipment'''.
Usually, the kinds of crew members for hire are random in any Outposts, but depending on its type, the chances for each [[Jobs|profession]]'s availability vary.  
 
{| class="wikitable sortable" style="width: 56%;"
{| class="wikitable sortable" style="width: 100%;"
! rowspan="2" | Job  
! rowspan="2" | Item  
! colspan="5" | <span class="explain" title="Spawning rate">Commonness</span>
! colspan="2" | Colony
! colspan="1" |
! colspan="2" | Habitation Outpost
! colspan="1" |
! colspan="2" | Military Outpost
! colspan="1" |
! colspan="2" | Mining Outpost
! colspan="1" |
! colspan="2" | Research Outpost
! rowspan="2" | <span class="explain" title="Only obtainable in Store">Store Exclusive</span>
|-
|-
! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock
! Colony !! Habitation Outpost !! Military Outpost !! Mining Outpost !! Research Outpost
|- id = "40mm Grenade"
|- id = "Assistant"
| align="center" |'''[[File:40mm_Grenade.png|45px]] <br> 40mm Grenade'''
| align="center" |[[File:Assistant Job Icon.png|40px]]<br>'''Assistant'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |90
| align="center" |5
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "40mm Stun Grenade"
| align="center" |'''[[File:40mm_Stun_Grenade.png|45px]] <br> 40mm Stun Grenade'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |108
| align="center" |5
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Admiral's Hat"
| align="center" |'''[[File:Admiral's_Hat.png|45px]] <br> Admiral's Hat'''
| align="center" |67
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Admiral's Uniform"
| align="center" |'''[[File:Admiral's_Uniform.png|50px]] <br> Admiral's Uniform'''
| align="center" |135
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Antibiotic Glue"
| align="center" |'''[[File:Antibiotic_Glue.png|45px]] <br> Antibiotic Glue'''
| align="center" |126
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |140
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |126
| align="center" |4
| align="center" |-
|- id = "Assistant Clothes"
| align="center" |'''[[File:Assistant_Clothes.png|50px]] <br> Assistant Clothes'''
| align="center" |135
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Ballistic Helmet"
| align="center" |'''[[File:Ballistic_Helmet.png|45px]] <br> Ballistic Helmet'''
| align="center" |210
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |157
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Bandage"
| align="center" |'''[[File:Bandage icon.png|45px]] <br> Bandage'''
| align="center" |36
| align="center" |16
|
| align="center" |40
| align="center" |11
|
| align="center" |40
| align="center" |16
|
| align="center" |30
| align="center" |11
|
| align="center" |36
| align="center" |11
| align="center" |-
|- id = "Baseball Cap"
| align="center" |'''[[File:Baseball_Cap.png|45px]] <br> Baseball Cap'''
| align="center" |67
| align="center" |4
|
| align="center" |75
| align="center" |3
|
| align="center" |75
| align="center" |3
|
| align="center" |75
| align="center" |3
|
| align="center" |75
| align="center" |3
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Battery Cell"
| align="center" |'''[[File:Battery_Cell.png|45px]] <br> Battery Cell'''
| align="center" |106
| align="center" |10
|
| align="center" |112
| align="center" |6
|
| align="center" |137
| align="center" |8
|
| align="center" |125
| align="center" |7
|
| align="center" |150
| align="center" |8
| align="center" |-
|- id = "Body Armor"
| align="center" |'''[[File:Body_Armor_Icon.png|50px]] <br> Body Armor'''
| align="center" |360
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |270
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Boiler Suit"
| align="center" |'''[[File:Boiler_Suit.png|50px]] <br> Boiler Suit'''
| align="center" |135
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "C-4 Block"
| align="center" |'''[[File:C-4_Block.png|45px]] <br> C-4 Block'''
| align="center" |200
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |144
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Coilgun Ammunition Box"
| align="center" |'''[[File:Coilgun_Ammunition_Box.png|50px]] <br> Coilgun Ammunition Box'''
| align="center" |120
| align="center" |7
|
| align="center" |130
| align="center" |4
|
| align="center" |90
| align="center" |16
|
| align="center" |120
| align="center" |4
|
| align="center" |130
| align="center" |4
| align="center" |-
|- id = "Commando's Fatigues"
| align="center" |'''[[File:Commando's_Fatigues.png|50px]] <br> Commando's Fatigues'''
| align="center" |135
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Compound N"
| align="center" |'''[[File:Compound N.png|45px]] <br> Compound N'''
| align="center" |187
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |135
| align="center" |5
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Crew Chief's Outfit"
| align="center" |'''[[File:Crew Chief's Outfit.png|65px]] <br> Crew Chief's Outfit'''
| align="center" |67
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Crowbar"
| align="center" |'''[[File:Crowbar.png|45px]] <br> Crowbar'''
| align="center" |9
| align="center" |16
|
| align="center" |10
| align="center" |10
| align="center" |11
|
| align="center" |12
| align="center" |11
|
| align="center" |10
| align="center" |10
| align="center" |11
|
| align="center" |12
| align="center" |11
| align="center" |-
|- id = "Detonator"
| align="center" |'''[[File:Detonator.png|55px]] <br> Detonator'''
| align="center" |125
| align="center" |2
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |90
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Diving Knife"
| align="center" |'''[[File:Diving_Knife.png|45px]] <br> Diving Knife'''
| align="center" |37
| align="center" |9
|
| align="center" |45
| align="center" |7
|
| align="center" |27
| align="center" |16
|
| align="center" |37
| align="center" |3
| align="center" |3
|
| align="center" |37
| align="center" |3
| align="center" |3
| align="center" |-
|- id = "Engineer"
|- id = "Diving Mask"
| align="center" |[[File:Engineer Job Icon.png|40px]]<br>'''Engineer'''
| align="center" |'''[[File:Diving_Mask.png|45px]] <br> Diving Mask'''
| align="center" |85
| align="center" |8
|
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |7
|
| align="center" |125
| align="center" |16
|
| align="center" |100
| align="center" |6
| align="center" |-
|- id = "Diving Suit"
| align="center" |'''[[File:Diving_Suit_icon.png|50px]] <br> Diving Suit'''
| align="center" |212
| align="center" |5
|
| align="center" |225
| align="center" |3
| align="center" |3
|
| align="center" |250
| align="center" |4
|
| align="center" |312
| align="center" |6
|
| align="center" |250
| align="center" |4
| align="center" |-
|- id = "Doctor's Uniform"
| align="center" |'''[[File:Doctor's_Uniform.png|50px]] <br> Doctor's Uniform'''
| align="center" |135
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "EMP Grenade"
| align="center" |'''[[File:EMP Grenade.png|45px]] <br> EMP Grenade'''
| align="center" |218
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |157
| align="center" |5
|
| align="center" |-
| align="center" |-
|
| align="center" |218
| align="center" |3
| align="center" |3
| align="center" |-
|- id = "Engineer's Jumpsuit"
| align="center" |'''[[File:Engineer's_Jumpsuit.png|50px]] <br> Engineer's Jumpsuit'''
| align="center" |135
| align="center" |2
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Exploding Ammunition Box"
| align="center" |'''[[File:Exploding_Ammunition_Box.png|50px]] <br> Exploding Ammunition Box'''
| align="center" |360
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |270
| align="center" |9
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Explosive Harpoon"
| align="center" |'''[[File:Explosive_Harpoon_icon.png|50px]] <br> Explosive Harpoon'''
| align="center" |312
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |225
| align="center" |7
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Fire Extinguisher"
| align="center" |'''[[File:Fire_Extinguisher.png|55px]] <br> Fire Extinguisher'''
| align="center" |90
| align="center" |5
| align="center" |5
|
| align="center" |100
| align="center" |4
|
| align="center" |100
| align="center" |3
|
| align="center" |100
| align="center" |3
|
| align="center" |100
| align="center" |3
| align="center" |-
|- id = "Flamer"
| align="center" |'''[[File:Flamer.png|60px]] <br> Flamer'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |93
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Flare"
| align="center" |'''[[File:Flare.png|45px]] <br> Flare'''
| align="center" |135
| align="center" |11
|
| align="center" |150
| align="center" |7
|
| align="center" |187
| align="center" |9
|
| align="center" |150
| align="center" |11
|
| align="center" |187
| align="center" |7
| align="center" |-
|- id = "Flashlight"
| align="center" |'''[[File:Flashlight.png|45px]] <br> Flashlight'''
| align="center" |157
| align="center" |4
|
| align="center" |175
| align="center" |3
|
| align="center" |218
| align="center" |3
|
| align="center" |175
| align="center" |3
|
| align="center" |218
| align="center" |3
| align="center" |-
|- id = "Frag Grenade"
| align="center" |'''[[File:Frag_Grenade.png|45px]] <br> Frag Grenade'''
| align="center" |312
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |225
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Fulgurium Battery Cell"
| align="center" |'''[[File:Fulgurium Battery Cell.png|45px]] <br> Fulgurium Battery Cell'''
| align="center" |250
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |250
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |250
| align="center" |3
| align="center" |-
|- id = "Grenade Launcher"
| align="center" |'''[[File:Grenade_Launcher.png|80px]] <br> Grenade Launcher'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |900
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Gunner's Helmet"
| align="center" |'''[[File:Gunner_Helmet.png|45px]] <br> Gunner's Helmet'''
| align="center" |210
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |157
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Gunner's Uniform"
| align="center" |'''[[File:Gunner's_Uniform.png|50px]] <br> Gunner's Uniform'''
| align="center" |135
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Handcuffs"
| align="center" |'''[[File:Handcuffs.png|45px]] <br> Handcuffs'''
| align="center" |27
| align="center" |3
|
| align="center" |30
| align="center" |2
|
| align="center" |27
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Handheld Sonar"
| align="center" |'''[[File:Handheld_Sonar.png|45px]] <br> Handheld Sonar'''
| align="center" |135
| align="center" |3
|
| align="center" |150
| align="center" |2
|
| align="center" |187
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |187
| align="center" |3
| align="center" |-
|- id = "Harpoon"
| align="center" |'''[[File:Harpoon.png|50px]] <br> Harpoon'''
| align="center" |37
| align="center" |7
|
| align="center" |-
| align="center" |-
|
| align="center" |27
| align="center" |13
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Harpoon Gun"
| align="center" |'''[[File:Harpoon_Gun.png|80px]] <br> Harpoon Gun'''
| align="center" |93
| align="center" |3
|
| align="center" |112
| align="center" |2
|
| align="center" |67
| align="center" |4
|
| align="center" |93
| align="center" |2
|
| align="center" |93
| align="center" |2
| align="center" |-
|- id = "Hazmat Suit"
| align="center" |'''[[File:Hazmat_Suit.png|50px]] <br> Hazmat Suit'''
| align="center" |135
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Headset"
| align="center" |'''[[File:Headset_Icon.png|45px]] <br> Headset'''
| align="center" |135
| align="center" |11
|
| align="center" |150
| align="center" |4
|
| align="center" |150
| align="center" |7
|
| align="center" |150
| align="center" |7
|
| align="center" |150
| align="center" |5
| align="center" |5
| align="center" |-
|- id = "Mechanic"
|- id = "Health Scanner HUD"
| align="center" |[[File:Mechanic Job Icon.png|40px]]<br>'''Mechanic'''
| align="center" |'''[[File:Health_Scanner_HUD.png|45px]] <br> Health Scanner HUD'''
| align="center" |180
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |187
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |150
| align="center" |9
| align="center" |-
|- id = "IC-4 Block"
| align="center" |'''[[File:IC-4 Block.png|45px]] <br> IC-4 Block'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |360
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Incendium Grenade"
| align="center" |'''[[File:Incendium_Grenade_Icon.png|45px]] <br> Incendium Grenade'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |247
| align="center" |3
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Mechanic's Jumpsuit"
| align="center" |'''[[File:Mechanic's_Jumpsuit.png|50px]] <br> Mechanic's Jumpsuit'''
| align="center" |135
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Medical Officer's Outfit"
| align="center" |'''[[File:Medical Officer's Outfit.png|65px]] <br> Medical Officer's Outfit'''
| align="center" |67
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Medic's Fatigues"
| align="center" |'''[[File:Medic's_Fatigues.png|50px]] <br> Medic's Fatigues'''
| align="center" |135
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Miner's Overalls"
| align="center" |'''[[File:Miner's Overalls.png|65px]] <br> Miner's Overalls'''
| align="center" |67
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Outpost Dweller's Attire"
| align="center" |'''[[File:Outpost Dweller's Attire.png|165px]] <br> Outpost Dweller's Attire'''
| align="center" |67
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Outpost Security Uniform"
| align="center" |'''[[File:Outpost Security Uniform.png|65px]] <br> Outpost Security Uniform'''
| align="center" |67
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Oxygen Tank"
| align="center" |'''[[File:Oxygen_Tank.png|45px]] <br> Oxygen Tank'''
| align="center" |67
| align="center" |16
|
| align="center" |75
| align="center" |11
|
| align="center" |75
| align="center" |11
|
| align="center" |93
| align="center" |21
|
| align="center" |75
| align="center" |11
| align="center" |-
|- id = "Oxygenite Tank"
| align="center" |'''[[File:Oxygenite_Tank.png|45px]] <br> Oxygenite Tank'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |218
| align="center" |2
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Piercing Ammunition Box"
| align="center" |'''[[File:Piercing_Ammunition_Box.png|50px]] <br> Piercing Ammunition Box'''
| align="center" |300
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |225
| align="center" |9
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Plasma Cutter"
| align="center" |'''[[File:Plasma_Cutter.png|60px]] <br> Plasma Cutter'''
| align="center" |67
| align="center" |6
|
| align="center" |75
| align="center" |4
|
| align="center" |93
| align="center" |3
|
| align="center" |67
| align="center" |11
|
| align="center" |93
| align="center" |3
| align="center" |-
|- id = "Plastiseal"
| align="center" |'''[[File:Plastiseal icon.png|45px]] <br> Plastiseal'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |4
|
| align="center" |100
| align="center" |6
|
| align="center" |75
| align="center" |4
|
| align="center" |90
| align="center" |7
| align="center" |-
|- id = "Quartermaster's Outfit"
| align="center" |'''[[File:Quartermaster's Outfit.png|65px]] <br> Quartermaster's Outfit'''
| align="center" |67
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Renegade's Hat"
| align="center" |'''[[File:Renegade's_Hat.png|45px]] <br> Renegade's Hat'''
| align="center" |67
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Renegade's Jacket"
| align="center" |'''[[File:Renegade's_Jacket.png|50px]] <br> Renegade's Jacket'''
| align="center" |135
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Researcher's Outfit"
| align="center" |'''[[File:Researcher's Outfit.png|65px]] <br> Researcher's Outfit'''
| align="center" |67
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Revolver"
| align="center" |'''[[File:Revolver.png|55px]] <br> Revolver'''
| align="center" |187
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |135
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Revolver Round"
| align="center" |'''[[File:Revolver_Round.png|45px]] <br> Revolver Round'''
| align="center" |37
| align="center" |13
|
| align="center" |45
| align="center" |7
|
| align="center" |27
| align="center" |25
|
| align="center" |37
| align="center" |13
|
| align="center" |37
| align="center" |7
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Riot Helmet"
| align="center" |'''[[File:Riot_Helmet.png|45px]] <br> Riot Helmet'''
| align="center" |210
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |157
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Riot Shotgun"
| align="center" |'''[[File:Riot_Shotgun.png|80px]] <br> Riot Shotgun'''
| align="center" |625
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |450
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Screwdriver"
| align="center" |'''[[File:Screwdriver.png|45px]] <br> Screwdriver'''
| align="center" |9
| align="center" |16
|
| align="center" |10
| align="center" |11
|
| align="center" |12
| align="center" |11
|
| align="center" |10
| align="center" |11
|
| align="center" |12
| align="center" |11
| align="center" |-
|- id = "Security Officer's Uniform"
| align="center" |'''[[File:Security_Officer's_Uniform.png|50px]] <br> Security Officer's Uniform'''
| align="center" |135
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Shotgun Shell"
| align="center" |'''[[File:Shotgun_Shell.png|45px]] <br> Shotgun Shell'''
| align="center" |50
| align="center" |5
|
| align="center" |-
| align="center" |-
|
| align="center" |36
| align="center" |13
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "SMG"
| align="center" |'''[[File:SMG.png|70px]] <br> SMG'''
| align="center" |375
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |270
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "SMG Magazine"
| align="center" |'''[[File:SMG_Magazine.png|45px]] <br> SMG Magazine'''
| align="center" |125
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |90
| align="center" |5
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Sonar Beacon"
| align="center" |'''[[File:Sonar_Beacon.png|45px]] <br> Sonar Beacon'''
| align="center" |135
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |187
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |187
| align="center" |2
| align="center" |-
|- id = "Station Administrator's Outfit"
| align="center" |'''[[File:Station Administrator's Outfit.png|65px]] <br> Station Administrator's Outfit'''
| align="center" |67
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Stun Baton"
| align="center" |'''[[File:Stun_Baton.png|45px]] <br> Stun Baton'''
| align="center" |275
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |198
| align="center" |7
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Stun Grenade"
| align="center" |'''[[File:Stun_Grenade_Icon.png|45px]] <br> Stun Grenade'''
| align="center" |156
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |112
| align="center" |7
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Stun Gun"
| align="center" |'''[[File:Stun_Gun.png|60px]] <br> Stun Gun'''
| align="center" |250
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |180
| align="center" |5
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Stun Gun Dart"
| align="center" |'''[[File:Stun_Gun_Dart.png|45px]] <br> Stun Gun Dart'''
| align="center" |100
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |72
| align="center" |7
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Syringe Gun"
| align="center" |'''[[File:Syringe_Gun.png|60px]] <br> Syringe Gun'''
| align="center" |90
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |125
| align="center" |2
| align="center" |-
|- id = "Toolbox"
| align="center" |'''[[File:Toolbox.png|45px]] <br> Toolbox'''
| align="center" |22
| align="center" |7
|
| align="center" |25
| align="center" |5
|
| align="center" |31
| align="center" |2
|
| align="center" |31
| align="center" |9
|
| align="center" |31
| align="center" |2
| align="center" |-
|- id = "UEX"
| align="center" |'''[[File:UEX.png|45px]] <br> UEX'''
| align="center" |93
| align="center" |5
|
| align="center" |112
| align="center" |3
|
| align="center" |67
| align="center" |5
|
| align="center" |75
| align="center" |5
|
| align="center" |93
| align="center" |2
| align="center" |-
|- id = "Underwater Scooter"
| align="center" |'''[[File:Underwater_Scooter_Icon.png|45px]] <br> Underwater Scooter'''
| align="center" |127
| align="center" |7
|
| align="center" |135
| align="center" |5
|
| align="center" |150
| align="center" |6
|
| align="center" |187
| align="center" |5
|
| align="center" |150
| align="center" |4
| align="center" |-
|- id = "Veteran's Cap"
| align="center" |'''[[File:Veteran's_Cap.png|45px]] <br> Veteran's Cap'''
| align="center" |67
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
|
| align="center" |75
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Veteran's Jacket"
| align="center" |'''[[File:Veteran's_Jacket.png|50px]] <br> Veteran's Jacket'''
| align="center" |135
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
|
| align="center" |150
| align="center" |2
| align="center" |[[File:Checkmark_True.png|15px]]
|- id = "Welding Fuel Tank"
| align="center" |'''[[File:Welding_Fuel_Tank.png|45px]] <br> Welding Fuel Tank'''
| align="center" |108
| align="center" |8
|
| align="center" |120
| align="center" |7
|
| align="center" |150
| align="center" |4
|
| align="center" |108
| align="center" |16
|
| align="center" |150
| align="center" |4
| align="center" |-
|- id = "Welding Tool"
| align="center" |'''[[File:Welding_Tool.png|60px]] <br> Welding Tool'''
| align="center" |67
| align="center" |6
|
| align="center" |75
| align="center" |4
|
| align="center" |93
| align="center" |3
|
| align="center" |67
| align="center" |11
|
| align="center" |93
| align="center" |3
| align="center" |-
|- id = "Wrench"
| align="center" |'''[[File:Wrench.png|45px]] <br> Wrench'''
| align="center" |9
| align="center" |16
|
| align="center" |10
| align="center" |11
|
| align="center" |12
| align="center" |11
|
| align="center" |10
| align="center" |11
|
| align="center" |12
| align="center" |11
| align="center" |-
|}
===<span id="Electrical">[[File:Electrical.png|35px|middle]]Electrical</span>===
Everything an Engineer can dream of having, is all here in '''Electrical''', mostly consisted of [[Wiring Components|wiring components]], [[alarms]], [[detectors]] and [[Wire|wires]].
{| class="wikitable sortable" style="width: 89%;"
! rowspan="2" | Item 
! colspan="2" | Colony
! colspan="1" |
! colspan="2" | Habitation Outpost
! colspan="1" |
! colspan="2" | Military Outpost
! colspan="1" |
! colspan="2" | Mining Outpost
! colspan="1" |
! colspan="2" | Research Outpost
|-
! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock
|- id = "Abs Component"
| align="center" |'''[[File:Abs_Component.png|45px]] <br> Abs Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Acos Component"
| align="center" |'''[[File:Acos_Component.png|45px]] <br> Acos Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Adder Component"
| align="center" |'''[[File:Adder_Component.png|45px]] <br> Adder Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Alarm Buzzer"
| align="center" |'''[[File:Alarm_Buzzer.png|40px]] <br> Alarm Buzzer'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "And Component"
| align="center" |'''[[File:And_Component.png|45px]] <br> And Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Asin Component"
| align="center" |'''[[File:Asin_Component.png|45px]] <br> Asin Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Atan Component"
| align="center" |'''[[File:Atan_Component.png|45px]] <br> Atan Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Battery Cell"
| align="center" |'''[[File:Battery_Cell.png|45px]] <br> Battery Cell'''
| align="center" |106
| align="center" |10
|
| align="center" |112
| align="center" |6
|
| align="center" |137
| align="center" |8
|
| align="center" |125
| align="center" |7
|
| align="center" |150
| align="center" |8
|- id = "Black Wire"
| align="center" |'''[[File:Black_Wire.png|45px]] <br> Black Wire'''
| align="center" |45
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|- id = "Blue Wire"
| align="center" |'''[[File:Blue_Wire.png|45px]] <br> Blue Wire'''
| align="center" |45
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|- id = "Brown Wire"
| align="center" |'''[[File:Brown_Wire.png|45px]] <br> Brown Wire'''
| align="center" |45
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|- id = "Button"
| align="center" |'''[[File:Button.png|45px]] <br> Button'''
| align="center" |150
| align="center" |11
|
| align="center" |150
| align="center" |6
|
| align="center" |150
| align="center" |6
|
| align="center" |150
| align="center" |6
|
| align="center" |150
| align="center" |11
|- id = "Ceil Component"
| align="center" |'''[[File:Ceil_Component.png|45px]] <br> Ceil Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Color Component"
| align="center" |'''[[File:Color_Component.png|45px]] <br> Color Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Cos Component"
| align="center" |'''[[File:Cos_Component.png|45px]] <br> Cos Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Delay Component"
| align="center" |'''[[File:Delay_Component.png|45px]] <br> Delay Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Divide Component"
| align="center" |'''[[File:Divide_Component.png|45px]] <br> Divide Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Emergency Siren"
| align="center" |'''[[File:Emergency_Siren_Icon.png|40px]] <br> Emergency Siren'''
| align="center" |135
| align="center" |6
|
| align="center" |150
| align="center" |6
|
| align="center" |150
| align="center" |6
|
| align="center" |150
| align="center" |6
|
| align="center" |187
| align="center" |6
|- id = "Equals Component"
| align="center" |'''[[File:Equals_Component.png|45px]] <br> Equals Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Exponentiation Component"
| align="center" |'''[[File:Exponentiation_Component.png|45px]] <br> Exponentiation Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Factorial Component"
| align="center" |'''[[File:Factorial_Component.png|45px]] <br> Factorial Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Floor Component"
| align="center" |'''[[File:Floor_Component.png|45px]] <br> Floor Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "FPGA Circuit"
| align="center" |'''[[File:FPGA_Circuit.png|45px]] <br> FPGA Circuit'''
| align="center" |72
| align="center" |6
|
| align="center" |80
| align="center" |6
|
| align="center" |80
| align="center" |6
|
| align="center" |80
| align="center" |6
|
| align="center" |100
| align="center" |6
|- id = "Fulgurium Battery Cell"
| align="center" |'''[[File:Fulgurium Battery Cell.png|45px]] <br> Fulgurium Battery Cell'''
| align="center" |250
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |250
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |250
| align="center" |3
|- id = "Greater Component"
| align="center" |'''[[File:Greater_Component.png|45px]] <br> Greater Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Green Wire"
| align="center" |'''[[File:Green_Wire.png|45px]] <br> Green Wire'''
| align="center" |45
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|- id = "Lever"
| align="center" |'''[[File:Lever.png|50px]] <br> Lever'''
| align="center" |100
| align="center" |11
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |11
|- id = "Light Component"
| align="center" |'''[[File:Light_Component.png|100px]] <br> Light Component'''
| align="center" |99
| align="center" |6
|
| align="center" |110
| align="center" |6
|
| align="center" |110
| align="center" |6
|
| align="center" |110
| align="center" |6
|
| align="center" |137
| align="center" |6
|- id = "Memory Component"
| align="center" |'''[[File:Memory_Component.png|45px]] <br> Memory Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Modulo Component"
| align="center" |'''[[File:Modulo_Component.png|45px]] <br> Modulo Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Motion Detector"
| align="center" |'''[[File:Motion_Detector_Icon.png|45px]] <br> Motion Detector'''
| align="center" |117
| align="center" |6
|
| align="center" |130
| align="center" |6
|
| align="center" |130
| align="center" |6
|
| align="center" |130
| align="center" |6
|
| align="center" |162
| align="center" |6
|- id = "Multiply Component"
| align="center" |'''[[File:Multiply_Component.png|45px]] <br> Multiply Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Not Component"
| align="center" |'''[[File:Not_Component.png|45px]] <br> Not Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Or Component"
| align="center" |'''[[File:Or_Component.png|45px]] <br> Or Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Orange Wire"
| align="center" |'''[[File:Orange_Wire.png|45px]] <br> Orange Wire'''
| align="center" |45
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|- id = "Oscillator"
| align="center" |'''[[File:Oscillator.png|45px]] <br> Oscillator'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Oxygen Detector"
| align="center" |'''[[File:Oxygen_Detector_Icon.png|45px]] <br> Oxygen Detector'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Red Wire"
| align="center" |'''[[File:Red_Wire.png|45px]] <br> Red Wire'''
| align="center" |45
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|- id = "RegEx Find Component"
| align="center" |'''[[File:RegEx_Find_Component.png|46px]] <br> RegEx Find Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Relay Component"
| align="center" |'''[[File:Relay_Component.png|45px]] <br> Relay Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Round Component"
| align="center" |'''[[File:Round_Component.png|45px]] <br> Round Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Signal Check Component"
| align="center" |'''[[File:Signal_Check_Component.png|45px]] <br> Signal Check Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Sin Component"
| align="center" |'''[[File:Sin_Component.png|45px]] <br> Sin Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Smoke Detector"
| align="center" |'''[[File:Smoke_Detector_Icon.png|45px]] <br> Smoke Detector'''
| align="center" |117
| align="center" |6
|
| align="center" |130
| align="center" |6
|
| align="center" |130
| align="center" |6
|
| align="center" |130
| align="center" |6
|
| align="center" |162
| align="center" |6
|- id = "Square Root Component"
| align="center" |'''[[File:Square_Root_Component.png|45px]] <br> Square Root Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Subtract Component"
| align="center" |'''[[File:Subtract_Component.png|45px]] <br> Subtract Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Switch"
| align="center" |'''[[File:Switch.png|50px]] <br> Switch'''
| align="center" |100
| align="center" |11
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |11
|- id = "Tan Component"
| align="center" |'''[[File:Tan_Component.png|45px]] <br> Tan Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Water Detector"
| align="center" |'''[[File:Water_Detector_Icon.png|45px]] <br> Water Detector'''
| align="center" |117
| align="center" |6
|
| align="center" |130
| align="center" |6
|
| align="center" |130
| align="center" |6
|
| align="center" |130
| align="center" |6
|
| align="center" |162
| align="center" |6
|- id = "Wifi Component"
| align="center" |'''[[File:Wifi_Component.png|45px]] <br> Wifi Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|- id = "Wire"
| align="center" |'''[[File:Wire.png|50px]] <br> Wire'''
| align="center" |45
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |6
|- id = "Xor Component"
| align="center" |'''[[File:Xor_Component.png|45px]] <br> Xor Component'''
| align="center" |90
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |100
| align="center" |6
|
| align="center" |125
| align="center" |6
|}
===<span id="Material">[[File:Material.png|35px|middle]]Material</span>===
Most of the components needed to fabricate items for the Mechanics and everything Doctors work with such as plants and [[chemicals]] can be purchased in '''Material'''. Generally, [[Crafting Materials|crafting materials]] can be found and harvested anywhere in Europa's ocean. However, the [[Minerals|sources]] of these are randomized and it can take some time, so it may be better to buy what is needed from the Store to save time since the prices are fairly affordable, or it may not be as most of these items are sold cheaply and exclusively in Mining and Research Outpost.
{| class="wikitable sortable" style="width: 99%;"
! rowspan="2" | Item 
! colspan="2" | Colony
! colspan="1" |
! colspan="2" | Habitation Outpost
! colspan="1" |
! colspan="2" | Military Outpost
! colspan="1" |
! colspan="2" | Mining Outpost
! colspan="1" |
! colspan="2" | Research Outpost
! rowspan="2" | <span class="explain" title="Only obtainable in Store">Store Exclusive</span>
|-
! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock
|- id = "Adrenaline"
| align="center" |'''[[File:Adrenaline.png|55px]] <br> Adrenaline'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |54
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |54
| align="center" |3
| align="center" |-
|- id = "Alien Blood"
| align="center" |'''[[File:Alien_Blood.png|60px]] <br> Alien Blood'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |144
| align="center" |3
| align="center" |-
|- id = "Aluminum"
| align="center" |'''[[File:Aluminum.png|45px]] <br> Aluminum'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |33
| align="center" |11
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Anabolic Steroids"
| align="center" |'''[[File:Anabolic_Steroids_icon.png|45px]] <br> Anabolic Steroids'''
| align="center" |315
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |385
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |315
| align="center" |2
| align="center" |-
|- id = "Anaparalyzant"
| align="center" |'''[[File:Anaparalyzant_Icon.png|45px]] <br> Anaparalyzant'''
| align="center" |54
| align="center" |2
|
| align="center" |60
| align="center" |2
|
| align="center" |66
| align="center" |2
|
| align="center" |66
| align="center" |2
|
| align="center" |54
| align="center" |2
| align="center" |-
|- id = "Antirad"
| align="center" |'''[[File:AntiRad_icon.png|45px]] <br> Antirad'''
| align="center" |270
| align="center" |2
|
| align="center" |300
| align="center" |2
|
| align="center" |330
| align="center" |2
|
| align="center" |330
| align="center" |2
|
| align="center" |270
| align="center" |2
| align="center" |-
|- id = "Aquatic Poppy"
| align="center" |'''[[File:Aquatic Poppy.png|55px]] <br> Aquatic Poppy'''
| align="center" |187
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |135
| align="center" |3
| align="center" |-
|- id = "Ballistic Fiber"
| align="center" |'''[[File:Ballistic_Fiber_Icon.png|45px]] <br> Ballistic Fiber'''
| align="center" |187
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |135
| align="center" |5
|
| align="center" |135
| align="center" |3
|
| align="center" |165
| align="center" |2
| align="center" |-
|- id = "Blood Pack"
| align="center" |'''[[File:Blood_Pack.png|30px]] <br> Blood Pack'''
| align="center" |216
| align="center" |4
|
| align="center" |240
| align="center" |2
|
| align="center" |240
| align="center" |6
|
| align="center" |180
| align="center" |2
|
| align="center" |216
| align="center" |6
| align="center" |-
|- id = "Broad-spectrum Antibiotics"
| align="center" |'''[[File:Broad-spectrum_Antibiotics_icon.png|45px]] <br> Broad-spectrum Antibiotics'''
| align="center" |36
| align="center" |7
|
| align="center" |40
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |36
| align="center" |9
| align="center" |-
|- id = "Calcium"
| align="center" |'''[[File:Calcium.png|55px]] <br> Calcium'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |24
| align="center" |11
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Calyxanide"
| align="center" |'''[[File:Calyxanide_icon.png|45px]] <br> Calyxanide'''
| align="center" |675
| align="center" |4
|
| align="center" |750
| align="center" |4
|
| align="center" |825
| align="center" |4
|
| align="center" |825
| align="center" |4
|
| align="center" |675
| align="center" |6
| align="center" |-
|- id = "Carbon"
| align="center" |'''[[File:Carbon.png|45px]] <br> Carbon'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |8
| align="center" |21
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Chloral Hydrate"
| align="center" |'''[[File:Chloral_Hydrate_icon.png|45px]] <br> Chloral Hydrate'''
| align="center" |90
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |110
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |90
| align="center" |3
| align="center" |3
| align="center" |-
|- id = "Chlorine"
| align="center" |'''[[File:Chlorine.png|55px]] <br> Chlorine'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |8
| align="center" |21
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Copper"
| align="center" |'''[[File:Copper.png|45px]] <br> Copper'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |17
| align="center" |11
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Cyanide"
| align="center" |'''[[File:Cyanide_icon.png|45px]] <br> Cyanide'''
| align="center" |180
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |220
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |180
| align="center" |2
| align="center" |-
|- id = "Cyanide Antidote"
| align="center" |'''[[File:Cyanide_Antidote_icon.png|45px]] <br> Cyanide Antidote'''
| align="center" |243
| align="center" |2
|
| align="center" |270
| align="center" |2
|
| align="center" |297
| align="center" |2
|
| align="center" |297
| align="center" |2
|
| align="center" |243
| align="center" |2
| align="center" |-
|- id = "Deliriumine"
| align="center" |'''[[File:Deliriumine_icon.png|45px]] <br> Deliriumine'''
| align="center" |225
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |275
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |225
| align="center" |2
| align="center" |-
|- id = "Deliriumine Antidote"
| align="center" |'''[[File:Deliriumine_Antidote_icon.png|45px]] <br> Deliriumine Antidote'''
| align="center" |315
| align="center" |2
|
| align="center" |350
| align="center" |2
|
| align="center" |385
| align="center" |2
|
| align="center" |385
| align="center" |2
|
| align="center" |315
| align="center" |2
| align="center" |-
|- id = "Dementonite Bar"
| align="center" |'''[[File:Dementonite_Bar.png|45px]] <br> Dementonite Bar'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |180
| align="center" |2
| align="center" |2
|
| align="center" |200
| align="center" |2
| align="center" |-
|- id = "Deusizine"
| align="center" |'''[[File:Deusizine_icon.png|45px]] <br> Deusizine'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |450
| align="center" |2
| align="center" |-
|- id = "Elastin"
| align="center" |'''[[File:Elastin.png|45px]] <br> Elastin'''
| align="center" |36
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |36
| align="center" |5
| align="center" |5
| align="center" |-
|- id = "Elastin Plant"
| align="center" |'''[[File:Elastin Plant.png|50px]] <br> Elastin Plant'''
| align="center" |187
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |135
| align="center" |7
| align="center" |-
|- id = "Ethanol"
| align="center" |'''[[File:Ethanol.png|60px]] <br> Ethanol'''
| align="center" |54
| align="center" |9
|
| align="center" |60
| align="center" |7
|
| align="center" |66
| align="center" |7
|
| align="center" |66
| align="center" |7
|
| align="center" |54
| align="center" |11
| align="center" |-
|- id = "Fentanyl"
| align="center" |'''[[File:Fentanyl.png|45px]] <br> Fentanyl'''
| align="center" |225
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |250
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |225
| align="center" |3
| align="center" |-
|- id = "Fiber Plant"
| align="center" |'''[[File:Fiber Plant.png|50px]] <br> Fiber Plant'''
| align="center" |125
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |90
| align="center" |7
| align="center" |-
|- id = "Flash Powder"
| align="center" |'''[[File:Flash_Powder.png|55px]] <br> Flash Powder'''
| align="center" |112
| align="center" |5
| align="center" |5
|
|- id = "Medical Doctor"
| align="center" |-
| align="center" |[[File:Medical Doctor Job Icon.png|40px]]<br>'''Medical Doctor'''
| align="center" |-
| align="center" |1
|
| align="center" |1
| align="center" |81
| align="center" |8
|
| align="center" |-
| align="center" |-
|
| align="center" |99
| align="center" |7
| align="center" |-
|- id = "Fulgurium Bar"
| align="center" |'''[[File:Fulgurium_Bar.png|45px]] <br> Fulgurium Bar'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |180
| align="center" |2
|
| align="center" |220
| align="center" |2
| align="center" |-
|- id = "Haloperidol"
| align="center" |'''[[File:Haloperidol_icon.png|45px]] <br> Haloperidol'''
| align="center" |117
| align="center" |4
|
| align="center" |130
| align="center" |4
|
| align="center" |143
| align="center" |4
|
| align="center" |143
| align="center" |4
|
| align="center" |117
| align="center" |6
| align="center" |-
|- id = "Hyperzine"
| align="center" |'''[[File:Hyperzine_icon.png|45px]] <br> Hyperzine'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |495
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |405
| align="center" |2
| align="center" |-
|- id = "Incendium Bar"
| align="center" |'''[[File:Incendium_Bar.png|45px]] <br> Incendium Bar'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |180
| align="center" |2
|
| align="center" |200
| align="center" |2
| align="center" |-
|- id = "Iron"
| align="center" |'''[[File:Iron.png|45px]] <br> Iron'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |4
| align="center" |21
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Lead"
| align="center" |'''[[File:Lead.png|45px]] <br> Lead'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |14
| align="center" |11
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Lithium"
| align="center" |'''[[File:Lithium.png|55px]] <br> Lithium'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |70
| align="center" |6
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Liquid Oxygenite"
| align="center" |'''[[File:Liquid Oxygenite icon.png|45px]] <br> Liquid Oxygenite'''
| align="center" |72
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |72
| align="center" |4
| align="center" |-
|- id = "Magnesium"
| align="center" |'''[[File:Magnesium.png|55px]] <br> Magnesium'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |52
| align="center" |6
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Methamphetamine"
| align="center" |'''[[File:Methamphetamine_icon.png|45px]] <br> Methamphetamine'''
| align="center" |45
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |55
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |45
| align="center" |4
| align="center" |-
|- id = "Morbusine"
| align="center" |'''[[File:Morbusine_icon.png|45px]] <br> Morbusine'''
| align="center" |585
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |715
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |585
| align="center" |2
| align="center" |-
|- id = "Morbusine Antidote"
| align="center" |'''[[File:Morbusine_Antidote_icon.png|45px]] <br> Morbusine Antidote'''
| align="center" |675
| align="center" |2
|
| align="center" |750
| align="center" |2
|
| align="center" |825
| align="center" |2
|
| align="center" |825
| align="center" |2
| align="center" |2
|
| align="center" |675
| align="center" |2
| align="center" |-
|- id = "Morphine"
| align="center" |'''[[File:Morphine.png|45px]] <br> Morphine'''
| align="center" |90
| align="center" |10
|
| align="center" |100
| align="center" |7
|
| align="center" |100
| align="center" |9
|
| align="center" |75
| align="center" |7
|
| align="center" |90
| align="center" |10
| align="center" |-
|- id = "Naloxone"
| align="center" |'''[[File:Naloxone_icon.png|45px]] <br> Naloxone'''
| align="center" |144
| align="center" |4
|
| align="center" |160
| align="center" |4
|
| align="center" |176
| align="center" |4
|
| align="center" |176
| align="center" |4
|
| align="center" |144
| align="center" |6
| align="center" |-
|- id = "Nitroglycerin"
| align="center" |'''[[File:Nitroglycerin.png|60px]] <br> Nitroglycerin'''
| align="center" |187
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |135
| align="center" |5
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Opium"
| align="center" |'''[[File:Opium.png|55px]] <br> Opium'''
| align="center" |36
| align="center" |4
|
| align="center" |40
| align="center" |3
| align="center" |3
|
|- id = "Security Officer"
| align="center" |-
| align="center" |[[File:Security Officer Job Icon.png|40px]]<br>'''Security Officer'''
| align="center" |-
| align="center" |1
|
| align="center" |1
| align="center" |-
| align="center" |-
|
| align="center" |36
| align="center" |6
| align="center" |-
|- id = "Organic Fiber"
| align="center" |'''[[File:Organic_Fiber_Icon.png|45px]] <br> Organic Fiber'''
| align="center" |37
| align="center" |9
|
| align="center" |39
| align="center" |5
|
| align="center" |27
| align="center" |4
|
| align="center" |27
| align="center" |3
|
| align="center" |30
| align="center" |8
| align="center" |-
|- id = "Paralyxis"
| align="center" |'''[[File:Paralyxis.png|35px]] <br> Paralyxis'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |180
| align="center" |2
|
| align="center" |200
| align="center" |2
| align="center" |-
|- id = "Paralyzant"
| align="center" |'''[[File:Paralyzant_Icon.png|45px]] <br> Paralyzant'''
| align="center" |315
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |385
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |315
| align="center" |2
| align="center" |-
|- id = "Phosphorus"
| align="center" |'''[[File:Phosphorus.png|55px]] <br> Phosphorus'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |12
| align="center" |11
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Physicorium Bar"
| align="center" |'''[[File:Physicorium_Bar.png|50px]] <br> Physicorium Bar'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |180
| align="center" |2
|
| align="center" |200
| align="center" |2
| align="center" |-
|- id = "Plastic"
| align="center" |'''[[File:Plastic.png|45px]] <br> Plastic'''
| align="center" |56
| align="center" |11
|
| align="center" |58
| align="center" |8
|
| align="center" |40
| align="center" |10
| align="center" |10
|
| align="center" |40
| align="center" |16
|
| align="center" |45
| align="center" |13
| align="center" |-
|- id = "Potassium"
| align="center" |'''[[File:Potassium.png|55px]] <br> Potassium'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |8
| align="center" |21
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Radiotoxin"
| align="center" |'''[[File:Radiotoxin_icon.png|45px]] <br> Radiotoxin'''
| align="center" |180
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |220
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |180
| align="center" |2
| align="center" |-
|- id = "Rubber"
| align="center" |'''[[File:Rubber.png|45px]] <br> Rubber'''
| align="center" |25
| align="center" |14
|
| align="center" |26
| align="center" |10
|
| align="center" |18
| align="center" |9
|
| align="center" |18
| align="center" |7
|
| align="center" |20
| align="center" |8
| align="center" |-
|- id = "Saline"
| align="center" |'''[[File:Saline.png|30px]] <br> Saline'''
| align="center" |45
| align="center" |11
|
| align="center" |50
| align="center" |6
|
| align="center" |50
| align="center" |11
|
| align="center" |37
| align="center" |6
|
| align="center" |45
| align="center" |16
| align="center" |-
|- id = "Sea Yeast Shroom"
| align="center" |'''[[File:Sea Yeast Shroom.png|55px]] <br> Sea Yeast Shroom'''
| align="center" |250
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
| align="center" |1
|
|- id = "Captain"
| align="center" |180
| align="center" |[[File:Captain Job Icon.png|40px]]<br>'''Captain'''
| align="center" |1
| align="center" |1
| align="center" |3
| align="center" |3
| align="center" |-
| align="center" |-
|- id = "Silicon"
| align="center" |1
| align="center" |'''[[File:Silicon.png|45px]] <br> Silicon'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |24
| align="center" |11
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Slime Bacteria"
| align="center" |'''[[File:Slime Bacteria.png|55px]] <br> Slime Bacteria'''
| align="center" |187
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |135
| align="center" |3
| align="center" |-
|- id = "Sodium"
| align="center" |'''[[File:Sodium.png|55px]] <br> Sodium'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |26
| align="center" |11
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Stabilozine"
| align="center" |'''[[File:Stabilozine_icon.png|45px]] <br> Stabilozine'''
| align="center" |36
| align="center" |6
|
| align="center" |40
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |36
| align="center" |9
| align="center" |-
|- id = "Steel Bar"
| align="center" |'''[[File:Steel_Bar.png|45px]] <br> Steel Bar'''
| align="center" |25
| align="center" |11
|
| align="center" |26
| align="center" |8
|
| align="center" |18
| align="center" |16
|
| align="center" |18
| align="center" |21
|
| align="center" |20
| align="center" |7
| align="center" |-
|- id = "Sufforin"
| align="center" |'''[[File:Sufforin_icon.png|45px]] <br> Sufforin'''
| align="center" |180
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |220
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |180
| align="center" |2
| align="center" |-
|- id = "Sufforin Antidote"
| align="center" |'''[[File:Sufforin_Antidote_icon.png|45px]] <br> Sufforin Antidote'''
| align="center" |270
| align="center" |2
|
| align="center" |300
| align="center" |2
|
| align="center" |330
| align="center" |2
|
| align="center" |330
| align="center" |2
|
| align="center" |270
| align="center" |2
| align="center" |-
|- id = "Sulphuric Acid"
| align="center" |'''[[File:Sulphuric_Acid.png|60px]] <br> Sulphuric Acid'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |72
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |72
| align="center" |3
| align="center" |-
|- id = "Thorium"
| align="center" |'''[[File:Thorium.png|45px]] <br> Thorium'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |100
| align="center" |6
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Tin"
| align="center" |'''[[File:Tin.png|45px]] <br> Tin'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |8
| align="center" |21
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Titanium"
| align="center" |'''[[File:Titanium.png|45px]] <br> Titanium'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |52
| align="center" |6
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Titanium-Aluminium Alloy"
| align="center" |'''[[File:Titanium-Aluminium_Alloy.png|45px]] <br> Titanium-Aluminium Alloy'''
| align="center" |187
| align="center" |4
|
| align="center" |-
| align="center" |-
|
| align="center" |135
| align="center" |6
|
| align="center" |135
| align="center" |11
|
| align="center" |165
| align="center" |3
| align="center" |-
|- id = "Tonic Liquid"
| align="center" |'''[[File:Tonic_Liquid.png|45px]] <br> Tonic Liquid'''
| align="center" |67
| align="center" |8
|
| align="center" |75
| align="center" |4
|
| align="center" |82
| align="center" |9
|
| align="center" |82
| align="center" |4
|
| align="center" |67
| align="center" |11
| align="center" |-
|- id = "Uranium"
| align="center" |'''[[File:Uranium.png|45px]] <br> Uranium'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |40
| align="center" |6
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Velonaceps Calyx Eggs"
| align="center" |'''[[File:Velonaceps_Calyx_Eggs.png|45px]] <br> Velonaceps Calyx Eggs'''
| align="center" |780
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |600
| align="center" |2
| align="center" |-
|- id = "Zinc"
| align="center" |'''[[File:Zinc.png|45px]] <br> Zinc'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |20
| align="center" |11
|
| align="center" |-
| align="center" |-
| align="center" |-
|}
|}
The prices for hiring crewmates aren't affected by the RP, but only proportional to their total levels across all [[skills]], meaning the higher their skills combined are, the more expensive it is to hire them. Selected personnel is shown in the Pending Hires box. After validating hires, the newly hired personnel will join the crew when they leave the Outpost.


===<span id="Misc">[[File:Misc.png|35px|middle]]Misc</span>===
Players also have the option to fire crew members, effectively removing them from the crew permanently. During expeditions, players can also permanently lose crew members if they happen to die before reaching the next destination. It is also possible to hire people (bots) in Multiplayer Campaign.
 
Depth Charge ammunition and Railgun ammunition, different types of fuel rods, Oxygen Tank, creature loots and musical instruments are found in '''Misc'''.
 
{| class="wikitable sortable" style="width: 97%;"
! rowspan="2" | Item 
! colspan="2" | Colony
! colspan="1" |
! colspan="2" | Habitation Outpost
! colspan="1" |
! colspan="2" | Military Outpost
! colspan="1" |
! colspan="2" | Mining Outpost
! colspan="1" |
! colspan="2" | Research Outpost
! rowspan="2" | <span class="explain" title="Only obtainable in Store">Store Exclusive</span>
|-
! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock
|- id = "Accordion"
| align="center" |'''[[File:Accordion Icon.png|55px]] <br> Accordion'''
| align="center" |-
| align="center" |-
|
| align="center" |50
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Adrenaline Gland"
| align="center" |'''[[File:Adrenaline Gland.png|45px]] <br> Adrenaline Gland'''
| align="center" |275
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |300
| align="center" |4
| align="center" |-
|- id = "Depth Charge Shell"
| align="center" |'''[[File:Depth_Charge_Shell.png|50px]] <br> Depth Charge Shell'''
| align="center" |93
| align="center" |3
|
| align="center" |112
| align="center" |2
|
| align="center" |67
| align="center" |5
|
| align="center" |93
| align="center" |2
|
| align="center" |93
| align="center" |2
| align="center" |-
|- id = "Depth Decoy Shell"
| align="center" |'''[[File:Depth_Decoy_Shell.png|50px]] <br> Depth Decoy Shell'''
| align="center" |312
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |225
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Fuel Rod"
| align="center" |'''[[File:Fuel_Rod.png|45px]] <br> Fuel Rod'''
| align="center" |135
| align="center" |4
|
| align="center" |150
| align="center" |3
|
| align="center" |150
| align="center" |3
|
| align="center" |150
| align="center" |3
|
| align="center" |150
| align="center" |3
| align="center" |-
|- id = "Guitar"
| align="center" |'''[[File:Guitar.png|50px]] <br> Guitar'''
| align="center" |-
| align="center" |-
|
| align="center" |50
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Harmonica"
| align="center" |'''[[File:Harmonica.png|40px]] <br> Harmonica'''
| align="center" |-
| align="center" |-
|
| align="center" |50
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Mudraptor Egg"
| align="center" |'''[[File:Mudraptor Egg.png|45px]] <br> Mudraptor Egg'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |1,200
| align="center" |2
| align="center" |-
|- id = "Nuclear Depth Charge"
| align="center" |'''[[File:Nuclear_Depth_Charge.png|50px]] <br> Nuclear Depth Charge'''
| align="center" |312
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |225
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Nuclear Depth Decoy"
| align="center" |'''[[File:Nuclear_Depth_Decoy.png|50px]] <br> Nuclear Depth Decoy'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |360
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Nuclear Shell"
| align="center" |'''[[File:Nuclear_Shell.png|50px]] <br> Nuclear Shell'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |225
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Oxygen Tank"
| align="center" |'''[[File:Oxygen_Tank.png|45px]] <br> Oxygen Tank'''
| align="center" |67
| align="center" |16
|
| align="center" |75
| align="center" |11
|
| align="center" |75
| align="center" |11
|
| align="center" |93
| align="center" |21
|
| align="center" |75
| align="center" |11
| align="center" |-
|- id = "Oxygenite Tank"
| align="center" |'''[[File:Oxygenite Tank.png|45px]] <br> Oxygenite Tank'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |218
| align="center" |2
|
| align="center" |-
| align="center" |-
| align="center" |-
|- id = "Railgun Shell"
| align="center" |'''[[File:Railgun_Shell.png|50px]] <br> Railgun Shell'''
| align="center" |93
| align="center" |5
|
| align="center" |112
| align="center" |4
|
| align="center" |67
| align="center" |11
|
| align="center" |93
| align="center" |3
|
| align="center" |93
| align="center" |3
| align="center" |-
|- id = "Swim Bladder"
| align="center" |'''[[File:Swim Bladder.png|45px]] <br> Swim Bladder'''
| align="center" |250
| align="center" |3
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |275
| align="center" |4
| align="center" |-
|- id = "Thorium Fuel Rod"
| align="center" |'''[[File:Thorium Fuel Rod.png|45px]] <br> Thorium Fuel Rod'''
| align="center" |225
| align="center" |2
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
| align="center" |-
|}
 
===<span id="Alien">[[File:Alien.png|35px|middle]]Alien</span>===
 
Currently, there are only 2 '''Alien''' minerals to purchase in this category, which can also be obtained from ruins.
 
{| class="wikitable sortable" style="width: 93%;"
! rowspan="2" | Item 
! colspan="2" | Colony
! colspan="1" |
! colspan="2" | Habitation Outpost
! colspan="1" |
! colspan="2" | Military Outpost
! colspan="1" |
! colspan="2" | Mining Outpost
! colspan="1" |
! colspan="2" | Research Outpost
|-
! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock !! !! Marks (mk) !! In stock
|- id = "Oxygenite Shard"
| align="center" |'''[[File:Oxygenite Shard.png|45px]] <br> Oxygenite Shard'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |180
| align="center" |2
|
| align="center" |230
| align="center" |2
|- id = "Sulphurite Shard"
| align="center" |'''[[File:Sulphurite Shard.png|45px]] <br> Sulphurite Shard'''
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |-
| align="center" |-
|
| align="center" |180
| align="center" |2
|
| align="center" |230
| align="center" |2
|}
 
==<span id="Crew Management">[[File:Crew Management.png|45px|middle]]Crew Management</span>==
 
The '''Crew Management''' is a Human Resources department where players can manage their crew by looking over the current crew members and the available hireable people. The person in charge of this service is identified as a Watchman by their Watchman Clothes and the Human symbol above them. They possess a Diving Mask and a loaded Revolver, which isn't just for show. Their station is the room with the Notice Board, a long Bench and an Office Window.
 
Usually, the kinds of crew members for hire are random in each Outpost, but depending on the type of Outposts, the availability of each profession may vary. Generally but not always, it is a guarantee to find many [[Jobs#Assistant|Assistants]] in Colony, [[Jobs#Captain|Captains]] in Habitation Outpost, [[Jobs#Security Officer|Security Officers]] in Military Outpost, [[Jobs#Engineer|Engineers]] and [[Jobs#Mechanic|Mechanics]] in Mining Outpost, [[Jobs#Doctor|Doctors]] in Research Outpost.
 
The prices for their employment aren't affected by the RP, but only proportional to their total levels across all [[skills]], meaning the higher their skills combined are, the more expensive it is to hire them. Selected personnel are shown in the Pending Hires box. Players also have the option to fire crew members, effectively removing them from the crew permanently. During expeditions, players can also permanently lose crew members if they happen to die before reaching the next destination. It is now also possible to hire people (bots) in Multiplayer Campaign.
==<span id="Shipyard">[[File:Shipyard.png|50px|middle]]Shipyard</span>==
==<span id="Shipyard">[[File:Shipyard.png|50px|middle]]Shipyard</span>==
{{Main|Shipyard}}
Buying and exchanging submarines, plus upgrading and maintaining them are the services the '''Shipyard''' provides for the crew's vessel. As the player progresses through the Campaign, so should their sub, especially if they have to start out with their Dugong, a barely armed rustbucket, and the Shipyard's services can help with bettering its hulls and devices. Or the player can outright purchase a much bigger, tougher, and more advanced sub in place of the old tin can, provided they have the funds for any of the above.


Buying and exchanging submarines, plus upgrading and maintaining them are the services the '''Shipyard''' provides for the crew's vessel. As the player progresses through the Campaign, so should their sub, especially if they have to start out with their barely armed rustbucket Dugong, and the Shipyard's services can help with bettering its hulls and systems. Or the player can outright purchase a much bigger, tougher and more advanced sub in place of the old tin can, provided they have the funds for any of the above. The Shipyard comprises 2 sectors that share the same area or are practically next to each other.
The Shipyard comprises 2 sectors that either share the same area or are practically next to each other, the Maintenance bay sector where new Submarines can be purchased and the Reactor sector that provides Upgrades to the currently selected sub.
 
===Submarine===
 
{{See also|Default submarines}}
The one in charge of selling subs wears the Boiler Suit and an unpowered Headset with the Sub symbol above them. They have a Wrench, a Screwdriver, a Diving Mask and a Toolbox containing a loaded Welding Tool, a Welding Fuel Tank and 1 Aluminum. Their station is easily recognized from all the Submarine Blueprints hanging on the wall. When interacting with them, an interface similar to the Outpost Terminal's one appears, showing all available subs for sale, with the fixed price and its class specified, along with the options to either Purchase or Purchase and Switch. Currently, there are 8 purchasable subs to choose from, plus the current sub the crew uses:
 
{| class="wikitable sortable" style="width: 72%;"
! rowspan="1" | Sub 
! colspan="1" style="width: 9%;"| Class
! colspan="1" | Description
! colspan="1" style="width: 10%;"| Price
|-
|- id = "Dugong"
| align="center" |'''Dugong'''
| align="center" |Scout
| align="left" |Compared to larger vessels, the Dugong series is overshadowed in all aspects except one: their reliability for their price is world class. They're lacking firepower and speed, so smart maneuvering is key.
| align="center" |6,000 mk
|- id = "Azimuth"
| align="center" |'''Azimuth'''
| align="center" |Scout
| align="left" |Superior speed, sleek design, and quality-of-life systems make this submarine a favorite among wealthy Coalition captains who manage to make it to retirement.
| align="center" |10,000 mk
|- id = "Orca"
| align="center" |'''Orca'''
| align="center" |Scout
| align="left" |With a relatively high top speed and fantastic ascent and descent characteristics due to her 3 large ballast tanks, Orca class subs are agile vessels, let down only by their small compliment of weapons, unreliable engine and reactors with a greater than average hunger for fuel.
| align="center" |9,000 mk
|- id = "Humpback"
| align="center" |'''Humpback'''
| align="center" |Attack
| align="left" |A former military vessel, WH4-L3 'Humpback' has been outfitted to withstand most of the dangers in deep Europa. Her relatively high velocity is offset by low maneuverability. As she's still boasting an older model reactor, power needs to be supplemented by a backup battery array or the crew will find themselves unable to run all of the new equipment.
| align="center" |7,800 mk
|- id = "Kastrull"
| align="center" |'''Kastrull'''
| align="center" |Attack
| align="left" |The Kastrull is a dependable attack sub class bringing plenty of firepower to any fight, and although it's not very nimble, it does sport a drone gunship as standard. Keep in mind that with its experimental open ballast tanks, low tolerance to flooding and numerous crew stations, a large, experienced crew will get the most out of this sub.
| align="center" |21,000 mk
|- id = "Typhon"
| align="center" |'''Typhon'''
| align="center" |Attack
| align="left" |Typhon class subs are known for their brutish appearance, reasonable array of light and heavy firepower, and their general dependability. Any captain should be aware of their poor rate of descent and unimpressive top speed.
| align="center" |11,500 mk
|- id = "Typhon 2"
| align="center" |'''Typhon 2'''
| align="center" |Attack
| align="left" |Typhon 2 is an overhauled version of the venerable Typhon class of sub. Serving as a heavy gunship, the Typhon 2 class subs remain slow and ugly, but with the benefits of better survivability for their crews.
| align="center" |20,000 mk
|- id = "Berilia"
| align="center" |'''Berilia'''
| align="center" |Transport
| align="left" |Berilia is one of the biggest cargo ships on Europa. Its two engines and three ballasts require a copious amount of power to operate, and keeping the machinery in good working condition is a handful for even a moderately large crew.
| align="center" |15,000 mk
|- id = "Remora"
| align="center" |'''Remora'''
| align="center" |Deep diver
| align="left" |A range of customization options are available for Remora. In this model, some of the main hull space has been replaced by a detachable ballast and a remote-controlled drone. A large crew is needed to operate this submarine.
| align="center" |16,000 mk
|}
 
===Improvement===
 
Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the engineering crew chief at any station, who is usually in the station engineering section with the reactor and the oxygen generator. They can be seen wearing the Crew Chief's Outfit and an unpowered Headset with the Upgrade symbol above them. They also possess a Wrench, a Screwdriver, a Diving Mask, a loaded Revolver and a toolbox containing the same items as their sub selling partner.
 
The crew chief offers multiple upgrades per upgrade category to further improve them, but each additional upgrade in the same category also costs more than the one before. Thus, more money buys more and nicer things. Each sub owned may be upgraded independently of all the other subs, so how many different subs the player chooses to invest their hard-earned marks in is up to them. The pricing of their services is dependent on the RP of the current Outpost, specifically 1 RP is equivalent to 0.5% of the price. Therefore, maximum discount is 50% off at 100 RP, and at -80 RP they will charge 40% extra. Much like Store, the price gets higher beyond -80 RP as the entire Outpost hounds for the crew's blood.
 
====Upgrades====
 
There are 13 parts of a standard sub, each with a different number of '''Upgrades''' and each Upgrade has multiple levels. There is a total of 22 different Upgrades across all parts. Once the first level of an Upgrade is purchased, the next level will cost 16% more than the first one. And the level after that will cost 17% more, then the next will be 18% and so on. Subs that lack upgradeable parts, commonly a Fabricator and a Deconstructor, have no access to those. All Upgrades will be applied to the sub before departure.
 
The following list displays all Upgrades and their price at 0 RP.
 
'''Hulls''' ◎
 
{| class="wikitable sortable" style="width: 68%;"
! rowspan="1" | Upgrade 
! colspan="1" | Description
! colspan="1" | Level
! colspan="1" | Initial price
|-
|- id = "Tougher Hulls"
| align="left" | [[File:Upgrade Tougher Hulls.png|45px]] '''Tougher Hulls'''
| align="left" | Increase submarine hull durability.
| align="center" |0 / 10
| align="center" |2,000 mk
|}
 
'''Junction Boxes''' ◎◎◎◎◎◎
 
{| class="wikitable sortable" style="width: 68%;"
! rowspan="1" | Upgrade 
! colspan="1" | Description
! colspan="1" | Level
! colspan="1" | Initial price
|-
|- id = "Fire Resistance"
| align="left" | [[File:Upgrade Fire Resistance.png|45px]] '''Fire Resistance'''
| align="left" | Decrease the probability of fires occurring.
| align="center" |0 / 5
| align="center" |1,000 mk
|- id = "Enhanced Resistors"
| align="left" | [[File:Upgrade Enhanced Resistors.png|45px]] '''Enhanced Resistors'''
| align="left" | Resist damage from excessive voltage.
| align="center" |0 / 10
| align="center" |1,500 mk
|- id = "Enhanced Durability"
| align="left" | [[File:Upgrade Enhanced Durability.png|45px]] '''Enhanced Durability'''
| align="left" | Equipment will take longer to start deteriorating.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Enhanced Redundant Systems"
| align="left" | [[File:Upgrade Enhanced Redundant Systems.png|45px]] '''Enhanced Redundant Systems'''
| align="left" | Equipment will deteriorate more slowly.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Quicker Repairs"
| align="left" | [[File:Upgrade Quicker Repairs.png|45px]] '''Quicker Repairs'''
| align="left" | Decrease the amount of time needed to repair equipment when unskilled.
| align="center" |0 / 5
| align="center" |1,000 mk
|- id = "Simplified Repairs"
| align="left" | [[File:Upgrade Simplified Repairs.png|45px]] '''Simplified Repairs'''
| align="left" | Decrease the skill level required to repair items.
| align="center" |0 / 5
| align="center" |1,500 mk
|}
 
'''Pumps''' ◎◎◎◎◎◎
 
{| class="wikitable sortable" style="width: 68%;"
! rowspan="1" | Upgrade 
! colspan="1" | Description
! colspan="1" | Level
! colspan="1" | Initial price
|-
|- id = "Faster Pumps"
| align="left" | [[File:Upgrade Faster Pumps.png|45px]] '''Fast Pumps'''
| align="left" | Increase the speed at which water is pumped in or out of the sub.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Energy Efficiency"
| align="left" | [[File:Upgrade Energy Efficiency.png|45px]] '''Energy Efficiency'''
| align="left" | Decrease power consumption.
| align="center" |0 / 10
| align="center" |1,000 mk
|- id = "Enhanced Durability"
| align="left" | [[File:Upgrade Enhanced Durability.png|45px]] '''Enhanced Durability'''
| align="left" | Equipment will take longer to start deteriorating.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Enhanced Redundant Systems"
| align="left" | [[File:Upgrade Enhanced Redundant Systems.png|45px]] '''Enhanced Redundant Systems'''
| align="left" | Equipment will deteriorate more slowly.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Quicker Repairs"
| align="left" | [[File:Upgrade Quicker Repairs.png|45px]] '''Quicker Repairs'''
| align="left" | Decrease the amount of time needed to repair equipment when unskilled.
| align="center" |0 / 5
| align="center" |1,000 mk
|- id = "Simplified Repairs"
| align="left" | [[File:Upgrade Simplified Repairs.png|45px]] '''Simplified Repairs'''
| align="left" | Decrease the skill level required to repair items.
| align="center" |0 / 5
| align="center" |1,500 mk
|}
 
'''Supercapacitors''' ◎◎◎◎◎◎
 
{| class="wikitable sortable" style="width: 68%;"
! rowspan="1" | Upgrade 
! colspan="1" | Description
! colspan="1" | Level
! colspan="1" | Initial price
|-
|- id = "Enhanced Supercapacitor Capacity"
| align="left" | [[File:Upgrade Enhanced Supercapacitor Capacity.png|45px]] '''Enhanced Supercapacitor Capacity'''
| align="left" | Increase maximum energy storage capacity.
| align="center" |0 / 5
| align="center" |2,000 mk
|- id = "Enhanced Battery Charging"
| align="left" | [[File:Upgrade Enhanced Battery Charging.png|45px]] '''Enhanced Battery Charging'''
| align="left" | Increase maximum recharge rate.
| align="center" |0 / 5
| align="center" |2,000 mk
|- id = "Enhanced Durability"
| align="left" | [[File:Upgrade Enhanced Durability.png|45px]] '''Enhanced Durability'''
| align="left" | Equipment will take longer to start deteriorating.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Enhanced Redundant Systems"
| align="left" | [[File:Upgrade Enhanced Redundant Systems.png|45px]] '''Enhanced Redundant Systems'''
| align="left" | Equipment will deteriorate more slowly.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Quicker Repairs"
| align="left" | [[File:Upgrade Quicker Repairs.png|45px]] '''Quicker Repairs'''
| align="left" | Decrease the amount of time needed to repair equipment when unskilled.
| align="center" |0 / 5
| align="center" |1,000 mk
|- id = "Simplified Repairs"
| align="left" | [[File:Upgrade Simplified Repairs.png|45px]] '''Simplified Repairs'''
| align="left" | Decrease the skill level required to repair items.
| align="center" |0 / 5
| align="center" |1,500 mk
|}
 
'''Batteries''' ◎◎◎◎◎◎
 
{| class="wikitable sortable" style="width: 68%;"
! rowspan="1" | Upgrade 
! colspan="1" | Description
! colspan="1" | Level
! colspan="1" | Initial price
|-
|- id = "Enhanced Battery Capacity"
| align="left" | [[File:Upgrade Enhanced Battery Capacity.png|45px]] '''Enhanced Battery Capacity'''
| align="left" | Increase maximum energy storage capacity.
| align="center" |0 / 5
| align="center" |2,000 mk
|- id = "Enhanced Battery Charging"
| align="left" | [[File:Upgrade Enhanced Battery Charging.png|45px]] '''Enhanced Battery Charging'''
| align="left" | Increase maximum recharge rate.
| align="center" |0 / 5
| align="center" |2,000 mk
|- id = "Enhanced Durability"
| align="left" | [[File:Upgrade Enhanced Durability.png|45px]] '''Enhanced Durability'''
| align="left" | Equipment will take longer to start deteriorating.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Enhanced Redundant Systems"
| align="left" | [[File:Upgrade Enhanced Redundant Systems.png|45px]] '''Enhanced Redundant Systems'''
| align="left" | Equipment will deteriorate more slowly.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Quicker Repairs"
| align="left" | [[File:Upgrade Quicker Repairs.png|45px]] '''Quicker Repairs'''
| align="left" | Decrease the amount of time needed to repair equipment when unskilled.
| align="center" |0 / 5
| align="center" |1,000 mk
|- id = "Simplified Repairs"
| align="left" | [[File:Upgrade Simplified Repairs.png|45px]] '''Simplified Repairs'''
| align="left" | Decrease the skill level required to repair items.
| align="center" |0 / 5
| align="center" |1,500 mk
|}
 
'''Fabricators''' ◎◎◎◎◎◎◎
 
{| class="wikitable sortable" style="width: 68%;"
! rowspan="1" | Upgrade 
! colspan="1" | Description
! colspan="1" | Level
! colspan="1" | Initial price
|-
|- id = "Quicker Fabrication"
| align="left" | [[File:Upgrade Quicker Fabrication.png|45px]] '''Quicker Fabrication'''
| align="left" | Decrease the time needed to fabricate items.
| align="center" |0 / 10
| align="center" |1,500 mk
|- id = "Simplified Fabrication"
| align="left" | [[File:Upgrade Simplified Fabrication.png|45px]] '''Simplified Fabrication'''
| align="left" | Lower the skill levels required for item fabrication.
| align="center" |0 / 5
| align="center" |2,000 mk
|- id = "Energy Efficiency"
| align="left" | [[File:Upgrade Energy Efficiency.png|45px]] '''Energy Efficiency'''
| align="left" | Decrease power consumption.
| align="center" |0 / 10
| align="center" |1,000 mk
|- id = "Enhanced Durability"
| align="left" | [[File:Upgrade Enhanced Durability.png|45px]] '''Enhanced Durability'''
| align="left" | Equipment will take longer to start deteriorating.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Enhanced Redundant Systems"
| align="left" | [[File:Upgrade Enhanced Redundant Systems.png|45px]] '''Enhanced Redundant Systems'''
| align="left" | Equipment will deteriorate more slowly.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Quicker Repairs"
| align="left" | [[File:Upgrade Quicker Repairs.png|45px]] '''Quicker Repairs'''
| align="left" | Decrease the amount of time needed to repair equipment when unskilled.
| align="center" |0 / 5
| align="center" |1,000 mk
|- id = "Simplified Repairs"
| align="left" | [[File:Upgrade Simplified Repairs.png|45px]] '''Simplified Repairs'''
| align="left" | Decrease the skill level required to repair items.
| align="center" |0 / 5
| align="center" |1,500 mk
|}
 
'''Deconstructors''' ◎◎◎◎◎◎
 
{| class="wikitable sortable" style="width: 68%;"
! rowspan="1" | Upgrade 
! colspan="1" | Description
! colspan="1" | Level
! colspan="1" | Initial price
|-
|- id = "Quicker Deconstruction"
| align="left" | [[File:Upgrade Quicker Deconstruction.png|45px]] '''Quicker Deconstruction'''
| align="left" | Items will be deconstructed faster.
| align="center" |0 / 10
| align="center" |1,500 mk
|- id = "Energy Efficiency"
| align="left" | [[File:Upgrade Energy Efficiency.png|45px]] '''Energy Efficiency'''
| align="left" | Decrease power consumption.
| align="center" |0 / 10
| align="center" |1,000 mk
|- id = "Enhanced Durability"
| align="left" | [[File:Upgrade Enhanced Durability.png|45px]] '''Enhanced Durability'''
| align="left" | Equipment will take longer to start deteriorating.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Enhanced Redundant Systems"
| align="left" | [[File:Upgrade Enhanced Redundant Systems.png|45px]] '''Enhanced Redundant Systems'''
| align="left" | Equipment will deteriorate more slowly.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Quicker Repairs"
| align="left" | [[File:Upgrade Quicker Repairs.png|45px]] '''Quicker Repairs'''
| align="left" | Decrease the amount of time needed to repair equipment when unskilled.
| align="center" |0 / 5
| align="center" |1,000 mk
|- id = "Simplified Repairs"
| align="left" | [[File:Upgrade Simplified Repairs.png|45px]] '''Simplified Repairs'''
| align="left" | Decrease the skill level required to repair items.
| align="center" |0 / 5
| align="center" |1,500 mk
|}
 
'''Weapons''' ◎◎◎
 
{| class="wikitable sortable" style="width: 68%;"
! rowspan="1" | Upgrade 
! colspan="1" | Description
! colspan="1" | Level
! colspan="1" | Initial price
|-
|- id = "Energy Efficiency"
| align="left" | [[File:Upgrade Energy Efficiency.png|45px]] '''Energy Efficiency'''
| align="left" | Decrease power consumption.
| align="center" |0 / 5
| align="center" |1,500 mk
|- id = "Quicker Guns"
| align="left" | [[File:Upgrade Quicker Guns.png|45px]] '''Quicker Guns'''
| align="left" | Increase the rotation rate of all guns when operated by insufficiently skilled crew.
| align="center" |0 / 10
| align="center" |1,000 mk
|- id = "Enhanced Periscopes"
| align="left" | [[File:Upgrade Enhanced Periscopes.png|45px]] '''Enhanced Periscopes'''
| align="left" | Increase the view range of all weapons.
| align="center" |0 / 5
| align="center" |2,000 mk
|}
 
'''Loaders''' ◎◎◎◎
 
{| class="wikitable sortable" style="width: 68%;"
! rowspan="1" | Upgrade 
! colspan="1" | Description
! colspan="1" | Level
! colspan="1" | Initial price
|-
|- id = "Enhanced Durability"
| align="left" | [[File:Upgrade Enhanced Durability.png|45px]] '''Enhanced Durability'''
| align="left" | Equipment will take longer to start deteriorating.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Enhanced Redundant Systems"
| align="left" | [[File:Upgrade Enhanced Redundant Systems.png|45px]] '''Enhanced Redundant Systems'''
| align="left" | Equipment will deteriorate more slowly.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Quicker Repairs"
| align="left" | [[File:Upgrade Quicker Repairs.png|45px]] '''Quicker Repairs'''
| align="left" | Decrease the amount of time needed to repair equipment when unskilled.
| align="center" |0 / 5
| align="center" |1,000 mk
|- id = "Simplified Repairs"
| align="left" | [[File:Upgrade Simplified Repairs.png|45px]] '''Simplified Repairs'''
| align="left" | Decrease the skill level required to repair items.
| align="center" |0 / 5
| align="center" |1,500 mk
|}
 
'''Engines''' ◎◎◎◎◎◎
 
{| class="wikitable sortable" style="width: 68%;"
! rowspan="1" | Upgrade 
! colspan="1" | Description
! colspan="1" | Level
! colspan="1" | Initial price
|-
|- id = "Engine Power"
| align="left" | [[File:Upgrade Engine Power.png|45px]] '''Engine Power'''
| align="left" | Increase maximum speed.
| align="center" |0 / 5
| align="center" |2,500 mk
|- id = "Energy Efficiency"
| align="left" | [[File:Upgrade Energy Efficiency.png|45px]] '''Energy Efficiency'''
| align="left" | Decrease power consumption.
| align="center" |0 / 10
| align="center" |1,000 mk
|- id = "Enhanced Durability"
| align="left" | [[File:Upgrade Enhanced Durability.png|45px]] '''Enhanced Durability'''
| align="left" | Equipment will take longer to start deteriorating.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Enhanced Redundant Systems"
| align="left" | [[File:Upgrade Enhanced Redundant Systems.png|45px]] '''Enhanced Redundant Systems'''
| align="left" | Equipment will deteriorate more slowly.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Quicker Repairs"
| align="left" | [[File:Upgrade Quicker Repairs.png|45px]] '''Quicker Repairs'''
| align="left" | Decrease the amount of time needed to repair equipment when unskilled.
| align="center" |0 / 5
| align="center" |1,000 mk
|- id = "Simplified Repairs"
| align="left" | [[File:Upgrade Simplified Repairs.png|45px]] '''Simplified Repairs'''
| align="left" | Decrease the skill level required to repair items.
| align="center" |0 / 5
| align="center" |1,500 mk
|}
 
'''Reactors''' ◎◎◎◎◎◎◎
 
{| class="wikitable sortable" style="width: 68%;"
! rowspan="1" | Upgrade 
! colspan="1" | Description
! colspan="1" | Level
! colspan="1" | Initial price
|-
|- id = "Reactor Efficiency"
| align="left" | [[File:Upgrade Reactor Efficiency.png|45px]] '''Reactor Efficiency'''
| align="left" | Increase reactor power output.
| align="center" |0 / 5
| align="center" |2,500 mk
|- id = "Fuel Efficiency"
| align="left" | [[File:Upgrade Fuel Efficiency.png|45px]] '''Fuel Efficiency'''
| align="left" | Decrease fuel consumption rate.
| align="center" |0 / 5
| align="center" |2,000 mk
|- id = "Thermal Tolerance"
| align="left" | [[File:Upgrade Thermal Tolerance.png|45px]] '''Thermal Tolerance'''
| align="left" | Increase the time reactors can stay at critical temperature before meltdown.
| align="center" |0 / 10
| align="center" |1,000 mk
|- id = "Enhanced Durability"
| align="left" | [[File:Upgrade Enhanced Durability.png|45px]] '''Enhanced Durability'''
| align="left" | Equipment will take longer to start deteriorating.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Enhanced Redundant Systems"
| align="left" | [[File:Upgrade Enhanced Redundant Systems.png|45px]] '''Enhanced Redundant Systems'''
| align="left" | Equipment will deteriorate more slowly.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Quicker Repairs"
| align="left" | [[File:Upgrade Quicker Repairs.png|45px]] '''Quicker Repairs'''
| align="left" | Decrease the amount of time needed to repair equipment when unskilled.
| align="center" |0 / 5
| align="center" |1,000 mk
|- id = "Simplified Repairs"
| align="left" | [[File:Upgrade Simplified Repairs.png|45px]] '''Simplified Repairs'''
| align="left" | Decrease the skill level required to repair items.
| align="center" |0 / 5
| align="center" |1,500 mk
|}
 
'''Monitors''' ◎◎◎◎
 
{| class="wikitable sortable" style="width: 68%;"
! rowspan="1" | Upgrade 
! colspan="1" | Description
! colspan="1" | Level
! colspan="1" | Initial price
|-
|- id = "Enhanced Durability"
| align="left" | [[File:Upgrade Enhanced Durability.png|45px]] '''Enhanced Durability'''
| align="left" | Equipment will take longer to start deteriorating.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Enhanced Redundant Systems"
| align="left" | [[File:Upgrade Enhanced Redundant Systems.png|45px]] '''Enhanced Redundant Systems'''
| align="left" | Equipment will deteriorate more slowly.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Quicker Repairs"
| align="left" | [[File:Upgrade Quicker Repairs.png|45px]] '''Quicker Repairs'''
| align="left" | Decrease the amount of time needed to repair equipment when unskilled.
| align="center" |0 / 5
| align="center" |1,000 mk
|- id = "Simplified Repairs"
| align="left" | [[File:Upgrade Simplified Repairs.png|45px]] '''Simplified Repairs'''
| align="left" | Decrease the skill level required to repair items.
| align="center" |0 / 5
| align="center" |1,500 mk
|}
 
'''Oxygen Generators''' ◎◎◎◎◎◎
 
{| class="wikitable sortable" style="width: 68%;"
! rowspan="1" | Upgrade 
! colspan="1" | Description
! colspan="1" | Level
! colspan="1" | Initial price
|-
|- id = "Oxygen Generator Efficiency"
| align="left" | [[File:Upgrade Oxygen Generator Efficiency.png|45px]] '''Oxygen Generator Efficiency'''
| align="left" | Increase the amount of oxygen generated.
| align="center" |0 / 5
| align="center" |2,000 mk
|- id = "Energy Efficiency"
| align="left" | [[File:Upgrade Energy Efficiency.png|45px]] '''Energy Efficiency'''
| align="left" | Decrease power consumption.
| align="center" |0 / 10
| align="center" |1,000 mk
|- id = "Enhanced Durability"
| align="left" | [[File:Upgrade Enhanced Durability.png|45px]] '''Enhanced Durability'''
| align="left" | Equipment will take longer to start deteriorating.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Enhanced Redundant Systems"
| align="left" | [[File:Upgrade Enhanced Redundant Systems.png|45px]] '''Enhanced Redundant Systems'''
| align="left" | Equipment will deteriorate more slowly.
| align="center" |0 / 10
| align="center" |2,000 mk
|- id = "Quicker Repairs"
| align="left" | [[File:Upgrade Quicker Repairs.png|45px]] '''Quicker Repairs'''
| align="left" | Decrease the amount of time needed to repair equipment when unskilled.
| align="center" |0 / 5
| align="center" |1,000 mk
|- id = "Simplified Repairs"
| align="left" | [[File:Upgrade Simplified Repairs.png|45px]] '''Simplified Repairs'''
| align="left" | Decrease the skill level required to repair items.
| align="center" |0 / 5
| align="center" |1,500 mk
|}
 
====Maintenance====
 
Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. This can done manually by individuals skilled in those aspects. But if tedious business and effort in general isn't the player's style, they can always throw money in '''Maintenance''' and get things fixed up automatically instead. The same can't be said for the shuttle if the crew happen to lose it along the way since the only way to retrieve the lost shuttle is to replace it for a new one in Maintenance. The price of the services is affected by the RP in the Outpost the same way as in Upgrades and is shown below at 0 RP.
 
{| class="wikitable sortable" style="width: 22%;"
! rowspan="1" | Service 
! colspan="1" | Price
|-
|- id = "Repair All Walls"
| align="left" |[[File:Maintenance Repair All Walls.png|60px]] '''Repair All Walls'''
| align="center" |500 mk
|- id = "Repair All Items"
| align="left" |[[File:Maintenance Repair All Items.png|60px]] '''Repair All Items'''
| align="center" |500 mk
|- id = "Replace Lost Shuttles"
| align="left" |[[File:Maintenance Replace Lost Shuttles.png|60px]] '''Replace Lost Shuttles'''
| align="center" |1,000 mk
|}


==Mission==
The Maintenance bay is run by the Mechanic with the Sub icon above them and the Reactor sector is run by the engineering crew chief with the Upgrade icon above them.
==Missions==
{{Main|Missions}}
Though not compulsory, doing '''Missions''' is the quickest, most straightforward way of earning money provided the crew succeed. Missions are primarily activated by speaking to the manager of the Outpost, easily recognizable by their Station Administrator's Outfit and the Talk icon above them. Despite having the most authority, they only have a Diving Mask in their inventory and nothing else. The manager mostly stays in their fancy office, which usually has an Office Shelf, an Office Desk, and sometimes a sofa Bench.


{{See also|Game Mode/List of Missions}}
An Outpost provides a maximum of 4 active Missions per visit. The player can [E]Talk to the manager up to 3 times, unlocking 3 random Missions that are marked on the Map at random adjacent Locations. Additionally, there's usually one random dweller with the similar Talk icon somewhere in the Outpost whom the player can interact with to be informed about an assignment that person posted about and sent to the sub's onboard navigation system for anyone interested, unlocking another random Mission on the Map.  
Though not compulsory, doing '''Missions''' is one simple way of earning money provided the crew succeed. The player can get Missions assigned to them by speaking to the manager of the Outpost, easily recognizable by their Station Administrator's Outfit and the 3 dots Speech symbol in the text bubble above them. Despite having the most authority, they only have a Diving Mask in their inventory and nothing else. The manager usually stays in their brightly lit office, which usually has an Office Shelf, an Office Desk and an Office Chair, and sometimes a sofa Bench. The player can talk to the manager up to 3 times, activating 3 Missions that will be marked on the Map at random nearby locations. There's also one random dweller with the similar Speech symbol in the Outpost whom the player can find anywhere and talk to to be informed about an assignment that person posted about and sent to the sub's onboard navigation system, which adds the 4th and final Mission of that Outpost to the Map. Missions received in Campaign are identical to those of the separate Mission mode.


Successfully completing Missions not only yields the crew some hard earned cash, but it also impresses certain groups of people, increasing the crew's RP and stand with them.
Missions received in Campaign are identical to those of the separate Mission mode in Multiplayer. The further in the crew progresses on the Map, the fewer Missions can be active in an Outpost per visit.


=Trivia=
It should be noted that in order to begin a Mission, the player must select the Mission itself before pressing Start when choosing a destination on the Map. Simply selecting the destination but not the Mission will instead begin a No Mission trip to the destination, which is similar to the gameplay of Sandbox mode.


Completing Missions not only yields the crew some hard-earned cash, but it also increases the RP of the Outpost that assigned those Missions. Some Missions also boost the RP of certain Factions.
==Trivia==
* The Europan Mark takes its name from the historical Finnish currency, markka – proof that Finland became a superpower somewhere along the line.
* The Europan Mark takes its name from the historical Finnish currency, markka – proof that Finland became a superpower somewhere along the line.
==Gallery==


=Gallery=
[[Category:Campaign]]

Revision as of 13:13, 9 May 2021

Data is potentially outdated
Last updated for version 0.13.0.11
Last mentioned in changelog 1.2.6.0
The current game version is 1.2.8.0

Template:Cleanup Embark on a journey through the depths of Europa. Travel from location to location, complete missions to earn money for supplies, discover new biomes—and perhaps eventually uncover the secrets of Europa.

This is the only Game Mode available in Singleplayer, but it can be played in Multiplayer as well.


Upon starting a Campaign, the player (or host) chooses a submarine to start.
Every sub is identified as a specific class. In Singleplayer, since the initial balance is 8.000 mk, only the 6,000 mk Scout class Dugong or the 7,800 mk Attack class Humpback may be selected initially. Any installed modded sub costing 8,000 or less will also be available. In Multiplayer, modded subs without a class can still be used in Sandbox and Mission modes only. Unlike Singleplayer, the host can freely choose whichever sub to start with in Campaign, vanilla or modded.

You've just been commissioned by the Europa Coalition at <Colony's name> to serve aboard a <Player chosen> class sub. The waters of Europa open up before you—explore, help expand the colonies, and make of this place what you will.
–In-game introduction

Once the desired sub has been picked, the game starts immediately, displaying the intro text and the crew is transitioned inside the starting Outpost. There, the crew can get comfortable and explore freely, talk to people, make transactions, obtain assignments, relax on an unoccupied chair... or maybe steal other people's possessions, injure/murder the Outpost's dwellers—either on purpose or accident and have the crew's Reputation tarnished and whoever responsible cuffed, or worse, eliminated by the Outpost's Security.

The in-game currency is the Europan Mark (mk) and the initial balance of the crew is 8,000 mk minus the cost of the selected submarine.

Map

The Map is the navigation system displaying the crew's current Location and different paths leading to other destinations with any Missions the player has picked up from the Outpost. It can be accessed through the overlay which appears on top of the screen when the player chooses to leave the Location near the docking area. Alternatively, the player may access the Map by using their sub's Navigation Terminal/Status Monitor in the Command Room and choosing to undock the sub from the Outpost.

The Map is displayed on a grid, 2 squares high and 15 squares wide. Squares are greyed out until they are travelled to. The crew starts their journey on the left side of the Map and progressively ventures deeper into the heart of Europa to the right. The further they go, the deeper, and the harder levels will get.

The two main elements on the map are Locations (outposts or empty locations) and Connexions (dashes forming a path between two Locations). When travelling from one Location to another, the crew must make their way through a Level, steering the submarine from the entrance to the exit. Locations and connexions the crew has set foot in will be highlighted in green.

There are five Biomes, each having their own difficulty, resources, and depth: from left to right, the Cold Caverns, the Europan Ridge, the Aphotic Plateau, the Great Void, and the Hydrothermal Wastes.

Locations

There are 8 types of Outposts and Points of Interest throughout the Map of Europa's ocean. Additionally, 3 types of Points of Interest may be present on Connexions.

Outposts

Civilization exists on Europa in the form of Outposts. Many dwellers and shop owners reside there, as well as the security force keeping peace and order. After each trip the crew makes (also called turns), discovered (not necessarily visited) Outposts have a chance of triggering the transformation into a different type: Empty Locations may be settled into a Habitation Outpost; Habitations may specialize into either Mining, Military or Research; and specialized outposts may become a fully developed Colony. The tranformation trigger itself is not shown, and a semi-random duration of 1 to 4 turns applies before the transformation is complete, at which point a notification is displayed on the map and in the chat.

In the docking lobby of every outpost is the Outpost Terminal. The Submarine Delivery Service can be accessed there, allowing the player to switch between owned subs for the next expedition. The terminal's interface also displays information about each selected sub and the amount of Marks the crew has.

There are 5 different Outpost types:

Habitation

As the name suggests, when a Location is first inhabited, a Habitation Outpost is established as the most basic foundation to later on develop into a different form when certain requirements are met.

Each turn, Habitation Outposts have a 30% chance of changing into a specialized Outpost, provided there are no adjacent Hunting Grounds. Once triggered, the change becomes effective 1 to 3 turns later.

Military Outpost

Military Outposts are one of the three specialized outpost types scattered across Europa, mostly occupied by the Coalition force.

The facility features prison cells, which the player can open the using the corresponding buttons. A Weapon Holder may be present nearby often keeping a random tool or weapon.

Once discovered (not necessarily visited), each turn, Military Outposts have a 30% chance of changing into a Colony, provided there is an already established Colony at most 3 locations away and no adjacent Hunting Grounds. An additional 10 points is added to that percentage each turn, if the existing Colony is only 1 or 2 locations away. Once triggered, the change becomes effective 2 to 4 turns later.

Mining Outpost

Mining Outposts are one of the three specialized outpost types scattered across Europa, commonly occupied by miners easily identified by their Miner's Overalls.

Inside, it is distinguished by its mineshaft section.

Once discovered (not necessarily visited), each turn, Mining Outposts have a 30% chance of changing into a Colony, provided there is an already established Colony at most 3 locations away and no adjacent Hunting Grounds. An additional 10 points is added to that percentage each turn, if the existing Colony is only 1 or 2 locations away. Once triggered, the change becomes effective 2 to 4 turns later.

Research Outpost

Research Outposts are one of the three specialized outpost types scattered across Europa, commonly occupied by researchers wearing Researcher Outfits coming together to study the surrounding fauna.

The Research Outpost possesses some of the most advanced facilities and laboratories filled with electronics, terminals, and isolation cells for test subjects.

Once discovered (not necessarily visited), each turn, Research Outposts have a 30% chance of changing into a Colony, provided there is an already established Colony at most 3 locations away and no adjacent Hunting Grounds. An additional 10 points is added to that percentage each turn, if the existing Colony is only 1 or 2 locations away. Once triggered, the change becomes effective 2 to 4 turns later.

Colony

Colonies are the first type of Outpost the crew starts in, which is supposedly the most stabilized and developed type of Outpost.

The Colony is the only Outpost that is permanent when established and doesn't transform again.

The interior of a Colony includes storage areas, crew quarters, store sections, the reactor area, the oxygen generator area, a maintenance bay, HR office, and manager office.

Points of Interest

Empty Location

Unlike Outposts, Empty Locations are uninhabited, presumably safe Locations for colonization. Because there is no Outpost there, the crew is advised to restock on supplies, heal up and prepare the sub at an Outpost before going into these parts as they won't be able to do so when they get there.

Once discovered (not necessarily visited), each turn, Empty Locations have a 30% chance of changing into a Habitation Outpost, provided there is an already established Colony at most 3 locations away and no adjacent Hunting Grounds. An additional 15 points is added to that percentage each turn, if the existing Colony is only 1 or 2 locations away. An additional 20 points is added to this percentage (only once) if there is an active Beacon Station 2 locations away at most. Once triggered, the change becomes effective 1 to 2 turns later.

Abandoned Outpost

Outposts may become abandoned in two ways: either Hunting Grounds were adjacent to it, or the Jovian Radiation has spread to it. A few Abandoned Outposts are also directly present when the game starts.

Upon docking to an Abandoned Outpost, one of four missions will be triggered: destroying the outpost, clearing a nest, hostage rescue or assassination.

End Location

Hunting Grounds

Hunting Grounds only appear within levels, that is, in the connexion between two locations. A strong Creature is hunting there, preventing Empty Locations adjacent to it from changing into a Habitation Outpost, Habitation Outposts from changing into a speciialized Outpost, and specialized Outposts from changing into a Colony. Additionally, any adjacent inhabited outpost has a risk of becoming abandoned (50% per round).

To allow settlements and improvements or defend existing outposts, players may defeat the creature in that level, removing the Hunting Grounds permanently.

Beacon Station

Beacon Stations have the opposite function of Hunting Grounds, increasing the chance for an Empty Location to be settled and become an Outpost. However, they are initially inactive and must be activated in order for this to be effective. Entering a level containing a Beacon Station will automatically add it as a secondary objective.

The effect of (active) Beacon Stations has a range of 2 locations: the first and second adjacent Empty Locations will get +20% chance of being settled.

Sealed Off Connection

Before entering the next Biome, players must either reach a certain standing (Reputation Points) with the Europa Coalition, or make a "donation" at the nearest Outpost.

Locked Biome RP required Donation required
Europan Ridge 30 10,000 mk
Aphotic Plateau 40 12,000 mk
Great Void 50 15,000 mk
Hydrothermal Wastes 75 19,000 mk

Depth Warnings

Depending on their Submarine's crush depth and the starting depth of a level, an icon may be displayed on the map.

The orange icon means that the depth at the start of the level is within the submarine's reach, but there is no guarantee that reaching the destination will be possible, as the level's layout may require the submarine to go below its crush depth.

The red icon means means that the depth at the start of the level is beyond reach of the submarine, and its hull will quickly give in to the pressure. Within seconds of entering the level, multiple leaks will start and keep accumulating, eventually leading to a complete flood and therefore exposing the crew to High Pressure.

Reputation

The Reputation (RP) system affects how Outposts and Factions relate to the crew. High RP can allow for discounts for supplies or unlock special Events and its outcomes, while low RP may turn Outposts hostile towards the players. RP has no influence over the price of Shipyard's subs and hiring crewmates from Crew Management.

Each Outpost has a randomized initial RP, ranging from -10 RP to 10 RP, while all Factions have their unique fixed initial RP. There are many ways to boost or diminish the RP of each Outpost and Faction, as straightforward as completing assigned Missions or simply being violent towards the residents in the area and making the wrong decisions during some Outpost Events.

Items inside any Outpost containers are marked with a red hand symbol, indicating they're the properties of the Outpost dwellers; therefore grabbing hold of them is considered theft, decreasing the Outpost's RP by 1, unless the culprit manages to snatch the items outside people's line of sight. As of v0.10.5.0, using the fire extinguisher of an Outpost is no longer considered theft when there's a fire nearby.

An Outpost's RP can reach the highest at 100, and the lowest at -100. However, at -81 RP and beyond, every single individual in the Outpost will become more than just verbally hostile. Those without a weapon will flee from the sight of the threat (the player), and those who are armed, mainly the security guards, will actively hunt down and attack every crew member until they either die or run back to the sub. Needless to say, this effectively prevents the crew from doing any sorts of business with the people of the Outpost.

Factions

Factions are groups and organizations throughout Europa operating independently, each with their own agenda and isn't too fond of one another, so aligning with any Factions during specific Events may damage the crew's RP with the others. There are 4 active Factions in Europa:

Europa Coalition (15 RP)
The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society.

The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society. They rule by fear, and have the reputation for shutting disobedient colonies and outposts out of the supply loop, or simply subjugating them by direct force. Their motivation is ultimately to preserve humanity, but at any cost, and preferably with the status quo left intact.

The Europa Coalition started off as a trade and cooperation agreement between the two largest Europan settlements and a handful of private paramilitary groups, but gradually grew to become what is essentially the Europan government. Many Europan outposts don't recognize the Coalition's authority, although it is still powerful enough that few dare to openly oppose it. There are groups such as the Jovian Separatists who do fight against it, aiming to bring it down and create a more democratic society.

This is the crew's employer, as shown during the beginning of the Campaign.


Jovian Separatists (-10 RP)
A small, underground organization seeking a more democratic society by any means, from petty resistance to full-blown terrorism.

A small, underground organization seeking a more democratic society by any means, from petty resistance to full-blown terrorism, all with the end goal of disrupting the ability of the Europa Coalition to function, and to undermine its authority.


The Church of Husk (-5 RP)
A religious group that seeks "communion" with the husk parasite in order to usher in a new kind of humanity, one more capable of surviving in this harsh environment.

A mysterious and outlawed religious group with a transhumanist twist, they seek "communion" with the husk parasite in order to usher in a new kind of humanity, one more capable of surviving in this harsh environment, more in tune with the local ecosystem, and devoid of pride, hatred, fear, or complex thought. Hated equally by the Europa Coalition and the Jovian separatists.


Children of The Honkmother (-5 RP)
The Honkmother's children are an unorganized lot who simply heed the call of the bikehorn.

Every once in a while, these minstrels, fools and clowns attempt to form unions, and names like Europan Jesters' Association pop up. In truth, the Honkmother's children are a less-than-organized lot who simply heed the call of the bikehorn.


Events

See: Events


Outpost Events are random occurrences the crew may encounter in any Outposts. Upon entering an Outpost, there's a chance that a randomized Event may occur in certain areas of the Outpost or after a certain period. Only 1 Event per Outpost is active at a time.

In Singleplayer, the player becomes immobilized when an Event is triggered and can move again after finishing the Event. But in Multiplayer, the player can still move around freely while an Event is active. Additionally, if a character triggers an Event but decides to ignore it via choosing the option to do so, a different character may still be able to trigger it. This is especially useful if the character doing a particular Event isn't qualified enough to get the best result, but someone else in the crew is. However, this doesn't apply to every Outpost Event.

The outcomes of these Events may affect a Location's and Factions' RP, reward the player with useful or exotic items, sometimes bring about more harm than good, all of which depend on the choices the player makes and many other factors.

NPCs

NPCs are the dwellers of an Outpost the player can interact with. There are 2 types of NPCs: Regular NPCs and Interactable NPCs.

Regular NPCs are just Outpost dwellers with no significant features.

Interactable NPCs such as Shop NPCs and Mission NPCs are the only people the player can interact with in an Outpost to access all kinds of services and obtain Missions. These NPCs have distinguished looks and can mostly be found hanging around their respective stations, although they don't stay in one spot but tend to move around the Outpost instead like any other NPCs. Each of them has a unique directional marker showing their locations in an Outpost for easy navigation.

Store

See: Store


The Store allows players to buy and sell items. It can be accessed from the Merchant in every Outpost, who is distinguished by their Baseball Cap and Quartermaster's Outfit, along with the Shopping Cart icon above them.

They usually possess a Wrench, a Screwdriver, a Diving Mask and a loaded Revolver, so it's not the best idea to provoke them. Their station can easily be identified by the Display Shelf with various trophies in it and sometimes the Diving Suit Displays.

Crew Management

The Crew Management is a Human Resources department where players can manage their crew by looking over the current crew members and the available hireable people. The person in charge of this service is identified as a Watchman by their Watchman Clothes and the Human icon above them.

They possess a Diving Mask and a loaded Revolver, which isn't just for show. Their station is the section with the Notice Board, a long Bench, and an Office Window.

Usually, the kinds of crew members for hire are random in any Outposts, but depending on its type, the chances for each profession's availability vary.

Job Commonness
Colony Habitation Outpost Military Outpost Mining Outpost Research Outpost

Assistant
10 10 2 3 3

Engineer
3 3 2 5 5

Mechanic
3 3 2 5 5

Medical Doctor
1 1 2 - 3

Security Officer
1 1 10 - 1

Captain
1 1 3 - 1

The prices for hiring crewmates aren't affected by the RP, but only proportional to their total levels across all skills, meaning the higher their skills combined are, the more expensive it is to hire them. Selected personnel is shown in the Pending Hires box. After validating hires, the newly hired personnel will join the crew when they leave the Outpost.

Players also have the option to fire crew members, effectively removing them from the crew permanently. During expeditions, players can also permanently lose crew members if they happen to die before reaching the next destination. It is also possible to hire people (bots) in Multiplayer Campaign.

Shipyard

Main article: Shipyard


Buying and exchanging submarines, plus upgrading and maintaining them are the services the Shipyard provides for the crew's vessel. As the player progresses through the Campaign, so should their sub, especially if they have to start out with their Dugong, a barely armed rustbucket, and the Shipyard's services can help with bettering its hulls and devices. Or the player can outright purchase a much bigger, tougher, and more advanced sub in place of the old tin can, provided they have the funds for any of the above.

The Shipyard comprises 2 sectors that either share the same area or are practically next to each other, the Maintenance bay sector where new Submarines can be purchased and the Reactor sector that provides Upgrades to the currently selected sub.

The Maintenance bay is run by the Mechanic with the Sub icon above them and the Reactor sector is run by the engineering crew chief with the Upgrade icon above them.

Missions

Main article: Missions


Though not compulsory, doing Missions is the quickest, most straightforward way of earning money provided the crew succeed. Missions are primarily activated by speaking to the manager of the Outpost, easily recognizable by their Station Administrator's Outfit and the Talk icon above them. Despite having the most authority, they only have a Diving Mask in their inventory and nothing else. The manager mostly stays in their fancy office, which usually has an Office Shelf, an Office Desk, and sometimes a sofa Bench.

An Outpost provides a maximum of 4 active Missions per visit. The player can [E]Talk to the manager up to 3 times, unlocking 3 random Missions that are marked on the Map at random adjacent Locations. Additionally, there's usually one random dweller with the similar Talk icon somewhere in the Outpost whom the player can interact with to be informed about an assignment that person posted about and sent to the sub's onboard navigation system for anyone interested, unlocking another random Mission on the Map.

Missions received in Campaign are identical to those of the separate Mission mode in Multiplayer. The further in the crew progresses on the Map, the fewer Missions can be active in an Outpost per visit.

It should be noted that in order to begin a Mission, the player must select the Mission itself before pressing Start when choosing a destination on the Map. Simply selecting the destination but not the Mission will instead begin a No Mission trip to the destination, which is similar to the gameplay of Sandbox mode.

Completing Missions not only yields the crew some hard-earned cash, but it also increases the RP of the Outpost that assigned those Missions. Some Missions also boost the RP of certain Factions.

Trivia

  • The Europan Mark takes its name from the historical Finnish currency, markka – proof that Finland became a superpower somewhere along the line.

Gallery