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General Information[]

This article lists all existing recipes. Since new recipes are added with most game updates, there will be a small period of time following new game versions where this list will be incomplete, until we figure out the new goodies.

Recipes are found within Messages, and you may find CTRL+F navigation more convenient when navigating this page.

Depending on how much of the game you own, determines what recipes you have access to. The following icons can be displayed by the recipe:

  • MindGames - Mindgames-only recipes
  • Gold Edition - Gold-only recipes
  • The Pilgrim - The Pilgrim-only recipes
  • Juggernaut - The Juggernaut-only recipes
  • Necromancer - Necromancer-only recipes
  • Healer - The Healer-only recipes

Useful Information For New Players[]

As you can see here are listed all existing recipes in the game, and some of them are only useful in a few characters or situations, and as a new player you probably won't know that yet, so if you are feeling lost within many recipes you can check a smaller list with recipes that can be useful for almost all characters, and easier for new players. Here:

Recipes/New_Players

Cooker[]

An EZ Cooker can be also be used to create most Cooker recipes that have three or fewer ingredients. A Creation Station may be used instead of a Cooker for most but not all recipes.

Cooker recipes are typically Food or medicine.

Each cooker has a certain maximum of cooking attempts and you can cook multiples of a recipe in one turn by raising the amount (if you have enough ingredients). Maximum of multiples varies by recipes.

Usually cooking multiples of a recipe in one cooking turn will only use 1 cooking attempt - so it is highly recommended to do this all the time, as long as you have enough ingredients. But be careful to balance the risk of losing the ingredients in a failed crafting attempt.

Result Ingredient 1 Ingredient 2 Ingredient 3 Ingredient 4 Ingredient 5

Skill: Biotech 70

Effect: Cures up to Lvl 4 Disease

Skill: Biotech 100

Effect: +400% PSI Regeneration for 100 turns, deals 10 damage if used by human or tarka

Anti-Venom

Anti-Venom × 3

Skill: Medical 50

Effect: Cures up to 3 levels of Poison.

Skill: Biotech 65

Effect: +85 food (+35 over ingredients)

Skill: Biotech 65 (Can not be made with EZ Cooker)

Effect: +135 food (+70 over ingredients), drops 1 Bone Slivers after consumption

Skill: Biotech 75

Effect: Protection vs Acid (Proteans, etc.) for 6 turns. Does not fade with time. Stacks with itself.

Skill: Biotech 110

Effect: increases movement speed by 1, might by 20, melee damage dealt by 100%, all damage taken by 50%, grants 1 additional attack per moment and causes Berserk for 20 turns. After expiring Slows character for 5 turns.

Skill: Biotech 100

Effect: +300 food (+185 over ingredients), restores 100 health and 100 psi, +50 max food capacity, increases random stat (might/finesse/brains) by 1, leaves 1 Bone Slivers and 3 Leftovers after consumption. Can inflict unconscious state for 5-10 turns.

Skill: Biotech 75

Effect: +120 food (+40 over ingredients)

Skill: Biotech 120

Effect: +50 food and restores 50 Psi Points

Skill: Biotech 105

Effect: +120 food (+10 over ingredients), restores 80 health and 80 psi

Skill: Biotech 75

Effect: +190 food (+20 over ingredients), restores 80 health and 80 psi

Skill: Biotech 75

Effect: +145 food (+65 over ingredients), +120 food to Liir (+40 above ingredients), non-edible by humans

Skill: Biotech 85

Effect: +65 food (+10 over ingredients), leaves 1 Bone after consumption

Skill: Biotech 100

Effect: +150 food (-100 below ingredients), restores 200 health, grants 500 experience

Skill: Biotech 90

Effect: +165 food (+40 over ingredients), Restores 60 health, leaves 1 Bone Slivers after consumption

Skill: Biotech 20

Effect: +50 food (+20 over ingredients)

Skill: Biotech 115

Effect: Completely cures Poison, but gives double hunger rate for 25 rounds.

Skill: Biotech 80

Effect: Cures 125 Radiation

Skill: Biotech 75

Effect: +250 food (same as ingredients), +20 max food capacity

Skill: Biotech 85

Effect: +150 food (+50 over ingredients), boosts next Disease check

Skill: Biotech 95

Effect: Humans and Liir gain 45 natural Armor and are Slowed for 100 moments

Skill: Biotech 65

Effect: +75 food (same as ingredients), boosts next Disease check

Skill: Biotech 80

Effect: +180 Food per Egg Nog, +360 food total (+310 over ingredients)

*2015 New Year special

Skill: Biotech 75

Effect: +50 food, +1 Move & boosts health regeneration by 200% for 100 turns

Skill: Biotech 130

Effect: +450 food (+200 over base ingredients, or +50 over Hero Sotswich + bacon), +15 food capacity

Skill: Biotech 115

Effect: +200 food (+50 over ingredients), restores 50 health

Skill: Biotech 90

Effect: +190 food (+95 over ingredients), +50 maximum food capacity

Skill: Biotech 110

Effect: +55 food (-20 below ingredients), immunity to cold for 100 turns, food consumption becomes 0 for for 100 turns.

Skill: Biotech 80

Effect: +160 food (+40 over ingredients), restores 25 health

Skill: Biotech 75

Effect: +35 food per pellet (70 food in total, +55 over ingredients)

Skill: Biotech 55

Effect: +150 food (+30 over ingredients)

Skill: Biotech 75

Effect: +90 food (+10 over ingredients)

Skill: Biotech 75

Effect: Gives 200 (220?) food and increases a random stat with +1.

Skill: Biotech 85

Effect: regenerates 10 health per turn for 20 turns.

Skill: Biotech 60

Effect: +300 food (+110 over ingredients)

Skill: Biotech 70

Effect: +65 food, +195 food in total. Prior to Osmium, it also gave +30 maximum food capacity.

Hum Gum

Hum Gum × 3

Skill: Biotech 70

Effect: Cures Confusion, Berserk, Stun and Fear.

Skill: Biotech 110

Effect: +35 food (-60 below ingredients), cures ALL statuses (Poison, Disease, Fear etc)

Skill: Biotech 80

Effect: +200 food (+95 over ingredients), +1 might to Tarka

Skill: Biotech 75

Effect: +100 food
BUG: Will not work in a Creation Station (tested in version 1.6.2, it gives the wrong workspace message "The recipe is valid, but it requires the proper workspace.")

Skill: Biotech 90

Effect: +175 food (+35 food over base ingredients or +65 over Ribs and StarBeQue Sauce), 20% chance to increase Power by 1, leaves 1 Bone after consumption

Skill: Biotech 110

Effect: +1 food, food Consumption becomes 0 for 150 turns

Skill: Necro Tech 85

Effect:

Nutbutter

JuggernautNutbutter × 3

Skill: Biotech 105

Effect: +100 food per Nutbutter, +300 food total (+200 over ingredients), restores 100 health and 10 psi

Skill: Biotech 65

Effect: +105 food (+15 over ingredients)

Skill: Biotech 75

Effect: Grenade, causes Confusion and Berserk on Organics

Skill: Biotech 105

Effect: +300 food (+145 over ingredients), +1 to random stat (might/finesse/power/brain), can cause Lvl 6 Poison

Skill: Biotech 105

Effect: +40 food (-130 below ingredients), increases speed by 1 and gives 300% health regeneration for 50 turns.

Skill: Biotech 115

Effect: +55 food (same as ingredients) and 10% chance to gain +1 Might

Skill: Biotech 40

Effect: +60 food (+30 over ingredients)

Skill: Biotech 55

Effect: +115 food (+25 over ingredients)

Skill: Biotech 90

Effect: +220 food (+130 over ingredients)

Skill: Biotech 55

Effect: +75 food (+20 over ingredients)

Sammich

Gold EditionSammich × 5

Skill: Biotech 65

Effect: +75 food per sammich, +375 food total (+215 over ingredients)

Skill: Biotech 75

Effect: +200 food, (+70 over ingredients), cures 150 Radiation and 3 levels of Poison.

Skill: Biotech 85

Effect: +180 (-110 below ingredients), restores 20 health and 20 psi

Skill: Biotech 0 (recipe can't fail)

Effect: +160 food (+40 over ingredients)

Skill: Biotech 90

Effect: +125 food (+15 over ingredients), cures up to 5 levels of Poison, Disease and Radiation

Skill: Biotech 85

Effect: +50 food (-20 below ingredients), cures ALL statuses (Poison, Disease, Fear etc), gives +1 move for 40 turns (stacks with Energy Drinks)

Skill: Biotech 95

Effect: +280 food (+20 over ingredients), restores 150 health

Skill: Biotech 95

Effect: Ingredient

Skill: Biotech 80

Effect: +150 food (+90 over ingredients)

Skill: Biotech 90

Effect: +1 Might if you pass Medical check of 60. 50% chance to drain 1 Brains if you fail check

Skill: Biotech 120

Effect: grants +50 might, +30 natural armour, -30 to all non-combat skills and +200 maximum HP for 100 turns. Inflicts lvl 2 Poison when effect ends.

Skill: Biotech 75

Effect: +150 food (+20 over ingredients), cures Confusion and Stun

Skill: Biotech 80

Effect: +100 food (+30 over ingredients)

Skill: Biotech 95

Effect: +200 food (+10 food over ingredients), +40 food capacity, leaves 1 Bone Slivers after consumption

Skill: Biotech 90

Effect: +125 food (-10 over ingredients), restores a 10 Psi, cures up to 1 lvl of Poison and Disease

Skill: Biotech 95

Effect: +200 food (+50 over ingredients)

Skill: Biotech 95

Effect: +230 food (60 over ingredients)

Lab[]

The state of an item is disregarded when it is used as an ingredient. All Bio-Mods are lost. The durability will be that of a brand new item. A weapon will always come with a full magazine, so it is recommended to unload it before crafting.

All new recipes in the Gold Edition may also be crafted at an AI Lab or Creation Station.

Result Ingredient 1 Ingredient 2 Ingredient 3 Ingredient 4 Ingredient 5
Skill: Electronics 110

Effect: Armor. 95 armor, 60 durability. Cannot be repaired. Makes Shedding Carapace wearable by Humans, Tarka and Zuul.

Skill: Engineering 100

Effect: Armor. 40 armor, 40 durability, 75% dmg reduction from energy and laser weapons

Skill: Engineering 100

Effect: Armor. Makes Absorption Scale wearable by Humans, Tarka, Hiver and Zuul. 30 armor, 30 durability, 50% damage reduction from energy and laser weapons. Unlike Absorption Scale doesn't recharge energy weapons

Skill: Mechanical 110

Effect: Melee Weapon, replaces Fists. 8 damage, 100 penetration. Cannot be used as a weapon by Liir.

Skill: Mechanical 115

Effect:Blade Weapon. 9-15 AoE damage, 150 penetration, 200 durability.

Skill: Biotech 125

Effect: If you pass Medical check of 115, every time you kill an Organic monster you get 3 PSI Points (stack whit itself). Damage + Stunned and lose all past adrenal implant effects (PSI bonus per kill) if you fail check.

Skill: Mechanical 90

Effect:Rifle Weapon, breaks quickly but good for spending excess ammo. 6-10 damage, 50 penetration, 20 durability.

Skill: Mechanical 75

Effect: Repairs ballistic firearms. Effectiveness: 70%, 5 charges.

Skill: Biotech 125

Effect: Pistol weapon, consumes 5 points from your food gauge instead of ammo. 10-13 damage, 80 penetration, 30 durability.

Skill: Mechanical 110

Effect: Rifle Weapon. 3-6 damage (0 vs mecha), 40 penetration, 30 durability. Inflicts lvl 9 Poison. Uses Poison Darts as ammo.

Skill: Mechanical 80

Effect: Rifle Weapon, shotgun type. Breaks quickly but good for spending excess ammo. 30-35 damage, 20 penetration, 15 durability.

Skill: Mechanical 85

Effect: Knife Weapon. 3-5 damage, 15 penetration, 10 health.

Skill: Electronics 70

Effect: +20% to next Electronics skill check. Multiple crafts are great to level Electronics.

Caltrops

MindGamesCaltrops × 3

Skill: Mechanical 80

Effect: Grenade. Slows Organic movement by 1 in the area for 3 turns. 3 range, 2 damage, 5 penetration.

Skill: Mechanical 110

Effect: Armor. 80 armor, 180 durability.

Skill: Mechanical 110

Effect:

Skill: Mechanical 105

Effect: consumes 1 ammo per 2 shots.

Skill: >Mechanical 115

Effect:

Skill: Mechanical 110

Effect:

Skill: Mechanical 115

Effect: -5 Penetration, -1 Bio-Mod slot, +5 Clip Size, consumes 2 ammo per 3 shot volley.

Skill: Mechanical 110

Effect: -10 Penetration, -1 Bio-Mod slot, consumes 1 ammo per 2 shots.

Skill: Mechanical 110

Effect: -10 Penetration, -1 Bio-Mod slot, consumes 2 ammo per 3 shot volley.

Skill: Mechanical 105

Effect: -2 Damage, -10 Penetration, -1 Bio-Mod slot, consumes 5 ammo per 3 shot volley.

Skill: Electronics 65

Effect: Grenade which makes Mecha go Berserk.

Skill: Computers 65

Effect: Identifies a single random bio mod. One use.

Skill: Engineering 105

Effect:

Skill: Mechanical 60

Effect: Use next to doors to cause large damage to them.

Skill: Engineering 110

MindGamesEffect:Teleports to a random, possibly unexplored area on the current Floor.

Skill: Engineering 105

Juggernaut
Effect: -2 Damage, -5 Penetration, -1 Bio Mod Slot, Increased Ammo Capacity

Skill: Engineering 110

Juggernaut
Effect: +5 Ammo Capacity, -10 Penetration, -1 Bio Mod Slot

Skill: Engineering 105

Juggernaut
Effect: -1 Bio Mod slot, -2 Damage, -10 Penetration, +15 Ammo Capacity
Enduro Laser Sword
Enduro Laser Sword

Skill: Engineering 115

Juggernaut
Effect: -1 Bio Mod slot, -2 Damage, -10 Penetration, +5 Ammo Capacity

Skill: Electronics 65

Effect: Reloads most Rifle and Assault energy Weapons.

Skill: Mechanical 75

Effect: Repairs non-melee energy Weapons.

Skill: Necro Tech 85

Effect:

Skill: Electronics 105

Effect: Lets you register as a lab specimen to security elements for 10 turns or until the player attacks.

Skill: Biotech 80

Effect:

Skill: Engineering 100

MindGamesEffect: Grenade which sets creatures on Fire.

Rifle Rounds

Rifle Rounds × 100

Skill: Engineering 100

Juggernaut
Effect:

Skill: Engineering 120

Effect: Belt

Skill: Mechanical 60

Effect: Reloads 3-P Restraint Gun

Skill: Electronics 100

Effect: Can walk over detected floor Traps and will not trigger undetected ones.

Skill: Mechanical 85

Effect: Standard grenade. Can be converted into a Mine Trap.

Skill: Electronics 90

Effect: Pistol weapon with Stun AoE.

Skill: Electronics 115

MindGames Effect: Absorbs one Von Neumann Probe attack or Disintegration Bay backlash.

Skill: Engineering 110

MindGames Effect:

Skill: Mechanical 110

Effect: Heavy Weapon which requires specialised Armor to use.

Skill: Mechanical 90

Effect: Used to craft Silenced Auto Rifle and Silenced Machine Pistol.

Skill: Mechanical 70

Effect: Assault Weapon. Uses crafted ammo.

Heavy Slugs

Heavy Slugs × 15

Skill: Mechanical 85

Effect: Reloads Heavy Slug Thrower.

Skill: Mechanical 110

Juggernaut
Effect:

Skill: Mechanical 105

Juggernaut
Effect: +10 Clip Size, -5 Accuracy

Skill: Mechanical 105

Juggernaut
Effect: +8 Clip Size, -5 Accuracy, -1 Bio Mod Slot, +5 Durability

Skill: Mechanical 100

Juggernaut
Effect: Increases clip to 30, Durability +5, Accuracy -5, Bio-mods -1.

Skill: Mechanical 110

Juggernaut
Effect:

Skill: Mechanical 105

Effect:

Skill: Mechanical 105

Juggernaut
Effect:

Skill: Mechanical 105

Effect: Increases clip to 150, Durability +5, Accuracy -5, Bio-mods -1.

Rifle Rounds

Rifle Rounds × 100

Skill: Mechanical 115

Juggernaut
Effect:

Skill: Mechanical 100

Juggernaut
Effect:

Skill: Mechanical 60

Effect: Use next to doors to inflict medium damage to them.

Skill: Electronics 110

Effect: Armor. 50 armor, 60 durability. Reduces Blunt and Balistic damage. Wearable by Humans, Hiver, Tarka and Zuul.

Skill: Engineering 140

MindGames Effect: Armor. Crafted using Engineering check.

Skill: Mechanical 50

Effect: +15% on next lockpicking checks. Single use.

Skill: Medical 75

Effect: Similar to the standard Terran Med-Kit, restores health depending on your Medical skill.

Skill: Engineering 95

Gicon
Effect:

Skill: Electronics 90

Effect: Rifle Weapon, also an ingredients for other advanced recipes.

Skill: Electronics 100

Effect: +12 inventory. Only 1 Lifter pack can be equipped, but it does not take any equipment slot.

Sar
Sar

Skill: Engineering 100

MindGames Effect: Blade Weapon. Chance to Stun. Crafted using Engineering check. Can be found in all versions but only crafted starting with the Mindgames Expansion.

Skill: Mechanical 110

Gicon

Effect: Heavy Weapon with acid cone attack. Using Acid Sacks as ammo (1 Acid Sack giving 4 charges)

Skill: Necro Tech 90

Effect:

Skill: Mechanical 110

Gicon
Effect: A darter that fires 2 darts that inflict the spore status in its targets (Using only 1 dart ammo per use, when shooting twice). Very useful against unarmored and low-armored targets due to spore status.

Skill: Traps 65

Effect: Sets a Mine Trap on the floor. A good alternative if your Melee (Grenade) skill is much lower than your Traps skill.

Skill: Engineering 110

Effect: +30 Durability, -2 Bio Mod Slots, +5 Damage , +60 Penetration. Using same shotgun ammo, but usable only with Brawler PBA or similar armours allowing usage of heavy weapons. Also has a knockback chance. Doesn't work in Gold Edition.

Skill: Engineering 95

Effect:

Skill: Mechanical 95

Juggernaut
Effect: Converts 30 Shotgun Shells into 45 Pistol Rounds

Pistol Rounds

JuggernautPistol Rounds × 110

Rifle Rounds

Rifle Rounds × 100

Skill: Mechanical 110

Juggernaut
Effect: Converts 100 Rifle Rounds into 110 Pistol Rounds

Skill: Mechanical 110

Gicon
Effect:
Skill: Engineering 110

Effect: Belt. Increases carrying slots by 24 when equipped.

Skill: Engineering 95

MindGames Effect: Multi-target Pistol weapon. Crafted using Engineering check.

Skill: Electronics 85

Effect: Detects Floor Traps within 2 tiles for a short time. 5 charges.

Skill: Electronics 115

Effect: Multi-target Rifle Weapon.

Skill: Mechanical 85

Effect: Purifies basic food (see below). Used to craft Star-Bacon.

Skill: Electronics 105

Effect: Helmet. Permanently (360 degree) see through everything (except invisibility) in your maximum sight range (12 tiles).

Skill: Engineering 115

Juggernaut
Effect: 3 Quantum Splitters

Skill: Mechanical 55

Effect: Armor which offers poor protection but has high durability. Better than nothing.

Skill: Electronics 100

Effect: Single target Rifle Weapon which causes Berserk.

Tip: Good source for Energy Backpacks. Save up ingredients. ( Cyborg Hiver Queen can provide you with more rifle parts than you know what to do with if you let it spawn Hiver Workers). Craft when electronics is sufficiently high. Unload weapon and you have your Energy Backpack.

Skill: Mechanical 80

Effect: Melee Weapon. Grants 5-10 armor when equipped and replaces Fists.

Skill: Medical 105

Effect: Healing over time about 10 HP per turn (last 10 turns). can't be created in gold edition.

Skill: Biotech 115

Gicon
Effect: makes the armor wearable for Human, Tarka and Hiver only, light armor, +2 healing

Skill: Mechanical 80

Effect: expand magazine +4, doesn't work in gold edition

Rifle Rounds

JuggernautRifle Rounds × 25

Skill: Mechanical 100

Juggernaut
Effect: Converting 30 Shotgun Shells into 25 Rifle Rounds

Rifle Rounds

JuggernautRifle Rounds × 70

Skill: Mechanical 115

Juggernaut
Effect: Converting 60 High Calibre Rounds into 70 Rifle Rounds

Skill: Electronics 75

Effect: Bonus to next Decryption tasks, which includes Tesseract wells and Creation stations.

Skill: Engineering 110

Gicon
Effect:

Skill: Engineering 100

Gicon
Effect: Does 15x2 damage to doors and mechs.

Skill: Mechanical 65

Effect: Repairs Hammers, Knives, Blades, and Crowbars. But not Spears. Has 5 uses, poor efficiency.

Skill: Mechanical 90

Juggernaut
Effect: 3 Shell Casings

Rifle Rounds

Rifle Rounds × 100

Skill: Mechanical 90

Juggernaut
Effect:

Pistol Rounds

Pistol Rounds × 120

Skill: Mechanical 90

Effect:

Skill: Mechanical 70

Gicon
Effect:

Skill: >Mechanical 70

Gicon
Effect: Good for using up excess pistol ammo. 3 shot volley using 5 ammo per volley. Magazine size: 25.

Skill: Mechanical 70

Gicon
Effect:

Skill: Mechanical 90

Gicon
Effect:

Skill: Necro Tech 95

Effect:

Skill: Computer 115

Effect: -10 durability, +20 accuracy, +5 penetration

Skill: Computer 105

Juggernaut
Effect: -7 durability, +20 accuracy

Skill: Computer 115

Juggernaut
Effect: -10 durability, +20 accuracy, +5 penetration

Skill: Computer 115

Juggernaut
Effect: -7 durability, +20 accuracy, +5 penetration

Skill: Computer 115

Effect: -5 durability, +20 accuracy, +5 penetration

Skill: Computer 115

Juggernaut
Effect: +20 Accuracy, +5 Penetration, -1 Bio Mod Slot, -8 Durability

Skill: Computer 115

Juggernaut
Effect:

Skill: Computer 115

Juggernaut
Effect: -6 durability, +20 accuracy, +5 penetration

Skill: Computer 115

Effect:

Skill: Computer 115

Effect:

Skill: Mechanical 70

Effect: Rifle Weapon, allows a regular Rifle to tackle higher armor creatures.

Skill: Mechanical 95 Effect: Knife. Chance to inflict Spores

Skill: Engineering 100

Gicon
Effect: +15 bonus to ranged combat skills, 360 degree vision. 4 charges (rechargeable). 20 Turns per charge. Equip Location: Drone

Skill: Electronics 105

Effect: Dart

Skill: Electronics 95

Effect: Helmet. +15 bonus to pistol, rifle, assault weapon and heavy weapon skills.

Skill: Engineering 90

MindGames Effect: Creates a Mk1 Light Turret in your inventory (bulky; size 2x3). Crafted using Engineering check.

Skill: Electronics 110

Effect: Subverts the nearest turret to fight for you.

Undead Abomination

NecromancerUndead Abomination

Skill: Necro Tech 120

Effect:

Undead Humanoid

NecromancerUndead Humanoid

Skill: Necro Tech 110

Effect:

Undead Vermin

NecromancerUndead Vermin

Skill: Necro Tech 105

Effect:

Skill: Mechanical 75

Effect: Blade Weapon. Causes Lvl.5 Poison. -10 penetration, using Poison Glands as ammo.

Skill: Electronics 115

Effect: Rifle Weapon. Causes 75 Radiation. +5 Accuracy, +4 Damage, +30 Penetration, -10 Clip Size. Can penetrate almost everything and has a great damage parameters - best weapon to destroy heavily armoured targets with high HP.

Purifier[]

ResultIngredient
Skill: Biotech 85
Gicon
Effect: +65 over ingredients
Skill: Computers
MGicon
Effect: -30 over ingredients
Skill: Computers
Effect: +10 over ingredients
Skill: Computers
Effect: +10 over ingredients
Skill: Biotech
MGicon
Effect: -20 over ingredients
Skill: Biotech
Effect: +20 over ingredients
Skill: Computers
Effect: +10 over ingredients

Unused Items[]

A number of items are marked as ingredients, but are not actually used in any known recipes.

Candy Eggs

Candy eggs

Venom Sword

75px-Venom Sword

See also:[]

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