Emerge: Cities of the Apocalypse

Emerge: Cities of the Apocalypse

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Item list and how to get tons of cash
By teebodk
A list of all the special items in the game, how to get them and/or alternatively get tons of cash so you can afford everything the trader offers.
   
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What it's all about
The game contains a total of 288 different items that you can have in your inventory, these items are numbered from 001 to 288.

Items 001 to 199 are the standard weapons (level 1 to 20) while items 200-288 are various special object, like city resources and "glowing" (special) weapons.

As you probably know if you've played this game, you can keep up to 3 items in-between missions and choose one of them to bring along with you as you enter a new mission.

The items you own are written in the settings.ini file of each player profile and by entering the numbers of your choice, you can make sure that you start each mission with exactly the item you want or, alternatively, with a way to get unlimited cash so you can afford every item that becomes available as you play.

Normally, you can't keep weapons, but by editing the settings.ini file, you can get instant access to your favorite weapon... but let's say that weapon requires a skill level of 8, so you won't be able to use it right away. Well, in that case, you can choose to start the mission with (access to) a ton of cash and once you reach the required skill level, it's time to get that special weapon.

How to do it
First thing you need to do is to find the settings.ini file. Open your Steam library and look for the folder named "Emerge Cities Of The Apocalypse", here you'll find the "data" subfolder, open it, then go to subfolder "profile" and finally the folder here named after your current player.

In this folder, you'll find the savegame as well as the settings.ini file. Start by making a backup, just to be on the safe side. Now open the file with notepad or similar.

Scroll down the list till you reach the part where it says "[profile item0]" on the line below it reads "id=" followed by a three-digit number, this refers to the number of the currently stored item in your first slot.

Enter the number you want from the list supplied below, so if you want the "megamodule" (+5 production, economy, research), for example, the number should be 254

The line below says "quantity=1", and this is how you can get super rich... if you change this number to a higher value.

The items will stack, but their effects will not, meaning that you can't get 20x +15% infrastructure, for example, but if you visit the trader, he'll pay for all 20 (or whatever number you picked)

You only need to edit the first item, since you can only bring one with you on the mission anyway. Now save the file and start the game.

List of items
Below is the list of all special items (numbered 200-288) found in the game. Enter the number of your choice in the settings.ini file together with the quantity in case you want to sell for cash. The number at the end of each line is the item value. Btw. the most valuable item is the #247 Zaytsev Sniper Rifle, valued at $3364


200 - accuracy I (+10 accuracy) $250
201 - accuracy II (+20 accuracy) $500
202 - accuracy III (+30 accuracy) $750
203 - reloading I (-10% reloading time) $250
204 - reloading II (-20% reloading time) $500
205 - reloading III (-30% reloading time) $750
206 - armor piercing I (+0.1 armor piercing) $250
207 - armor piercing II (+0.2 armor piercing) $500
208 - armor piercing III (+0.3 armor piercing) $750
209 - ammo I (+10% ammo) $250
210 - ammo II (+20% ammo) $500
211 - ammo III (+30% ammo) $750
212 - impact I (+2 knockback) $250
213 - impact II (+3 knockback) $500
214 - impact III (+4 knockback) $750
215 - fire rate I (+5% fire rate) $250
216 - fire rate II (+10% fire rate) $500
217 - fire rate III (+15% fire rate) $750
218 - recoil I (-10% recoil) $250
219 - recoil II (-20% recoil) $500
220 - recoil III (-30% recoil) $750
221 - damage I (+5% damage) $250
222 - damage II (+10% damage) $500
223 - damage III (+15% damage) $750
224 - grenade I (does 20 damage) $50
225 - grenade II (does 35 damage) $100
226 - grenade III (does 50 damage) $150
227 - repair I (restores 5 barricade health) $90
228 - repair II (restores 10 barricade health) $180
229 - repair III (restores 15 barricade health) $270
230 - shockwave (staggers all enemies) $300
231 - mine I (does 20 damage) $40
232 - mine II (does 40 damage) $80
233 - mine III (does 60 damage) $120
234 - sawblade I (does 10 damage to barricade attackers) $110
235 - sawblade II (does 20 damage to barricade attackers) $220
236 - sawblade III (does 30 damage to barricade attackers) $330
237 - cluster bomb I (15 damage+4x10 secondary damage) $70
238 - cluster bomb II (25 damage+4x15 secondary damage) $140
239 - cluster bomb III (35 damage+4x20 secondary damage) $210
240 - battle turret I (turret: 5 damage, 20 ammo) $125
241 - battle turret II (turret: 8 damage, 28 ammo) $280
242 - battle turret III (turret: 11 damage, 36 ammo) $495
243 - the colt pistol (small guns 5) (dmg 16/vs. armor 0.80/accuracy 180/fire rate 3 per sec/ammo 7/reload time 2 sec/recoil 3.50) $1229
244 - L4 prototype pistol (small guns 5) (dmg 8/vs. armor 0.80/accuracy 150/fire rate 4.62 per sec/ammo 10/reload time 1.50 sec/recoil 2.10) $841
245 - bulette SMG (small guns 5) (dmg 5/vs. armor 0.50/accuracy 150/fire rate 10 per sec/ammo 30/reload time 1.67 sec/recoil 1.70) $2960
246 - phobos shotgun (shotguns 5) (dmg 5/vs. armor 0.60/accuracy 90/fire rate 2 per sec/ammo 12/reload time 1.33 sec/recoil 3) $3029
247 - zaytsev sniper rifle (rifles 5) (dmg 16/vs. armor 0.90/accuracy 200/fire rate 1.71 per sec/ammo 8/reload time 1.68 sec/recoil 3) $3364
248 - cosmo assault rifle (rifles 5) (dmg 8/vs. armor 0.50/accuracy 150/fire rate 6 per sec/ammo 26/reload time 2.50 sec/recoil 2) $2133
249 - tell crossbow (crossbows 5) (dmg 12/vs. armor 0.60/accuracy 175/fire rate 1.20 per sec/ammo na/reload time na/recoil 6) $2661
250 - shaker machine gun (big guns 5) (dmg 5/vs. armor 0.70/accuracy 125/fire rate 6 per sec/ammo 64/reload time 3 sec/recoil 2.40) $1762
251 - potatissallad grenade launcher (big guns 5) (dmg 18/vs. armor 0.40/accuracy 120/fire rate 1.09 per sec/ammo 5/reload time 3.33 sec/recoil 4.50) $2000
252 - ricochetto laser pistol (energy weapons 5) (dmg 6/vs. armor 0.70/accuracy 155/fire rate 3.33 per sec/ammo 24/reload time 2 sec/recoil 2) $2279
253 - vault rifle plasma rifle (energy weapons 5) (dmg 11/vs. armor 1/accuracy 155/fire rate 1.94 per sec/ammo 14/reload time 2.35 sec/recoil 2.10) $2369
254 - megamodule (+5 production, economy, research) $1200
255 - autoplasma plasma rifle (energy weapons 10) (dmg 4/vs. armor 0.80/accuracy 144/fire rate 6 per sec/ammo 30/reload time 2.25 sec/recoil 1.80) $2552
256 - prosnorkulus crossbow (energy weapons 8) (dmg 10/vs. armor 0.60/accuracy 80/fire rate 1 per sec/ammo na/reload time na/recoil 4) $2600
257 - steelpiercer crossbow (energy weapons 12) (dmg 5/vs. armor 0.80/accuracy 90/fire rate 0.86 per sec/ammo na/reload time na/recoil 8) $1600
258 - falcon pistol (small guns 15) (dmg 10/vs. armor 0.60/accuracy 160/fire rate 3.53 per sec/ammo 11/reload time 1.42 sec/recoil 2) $1849
259 - crystalizer (+1-10 crystals per turn) $1000
260 - assault mod (+5% damage, +5% rel. speed, +5% accuracy) $625
261 - bio mod (+18% damage, -0.2 vs.armor) $463
262 - tactical mod (+10% weak spot damage) $390
263 - expander (-20% capture assets, +10% infrastructure) $1925
264 - guilt shotgun (shotguns 12) (dmg 2.50/vs. armor 0.50/accuracy 90/fire rate 5 per sec/ammo 12/reload time 2.33 sec/recoil 2.50) $1560
265 - riptor assault rifle (rifles 2) (dmg 5/vs. armor 0.40/accuracy 130/fire rate 7.50 per sec/ammo 28/reload time 1.17 sec/recoil 2.30) $1833
266 - tissue buffer (+1 production/10 enemies killed each turn) $1448
267 - goggles (reduces fat man's gas effect) $625
268 - antistealth (detects invisible enemies) $780
269 - production module I (+5 production) $500
270 - production module II (+10 production) $1000
271 - production module III (+15 production) $1500
272 - economy module I (+5 economy) $500
273 - economy module II (+10 economy) $1000
274 - economy module III (+15 economy) $1500
275 - research module I (+5 research) $500
276 - research module II (+10 research) $1000
277 - research module III (+15 research) $1500
278 - resource scanner I (+3 infrastructure) $600
279 - resource scanner II (+6 infrastructure) $1200
280 - resource scanner III (+9 infrastructure) $1800
281 - acheson vintage II sniper rifle (rifles 2) (dmg 24/vs. armor 0.50/accuracy 175/fire rate 1.50 per sec/ammo 5/reload time 1.83 sec/recoil 5) $946
282 - ammo box (+10% reload speed (all)) $1100
283 - ekmageion (+30% chance to find a survivor) $1500
284 - solus laser pistol (energy weapons 15) (dmg 6/vs. armor 0.70/accuracy 180/fire rate 4 per sec/ammo 10/reload time 1.25 sec/recoil 2) $2117
285 - mysterious pouch (+100 credits every turn) $750
286 - antimatter nanotech (+5 production and infrastructure) $1450
287 - asset locator (+10% infrastructure) $1625
288 - power repair (restores 12 barricade health) $13