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General Information[]
This page is believed to list all existing recipes.
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-only recipes
- - Gold-only recipes
- - The Pilgrim-only recipes
- - The Juggernaut-only recipes
- - Necromancer-only recipes
- - 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: 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 | |||||
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. | |||||
Skill: Biotech 70 | |||||
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
| |||||
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: | |||||
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 | |||||
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) | |||||
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. | |||||
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: -2 Damage, -5 Penetration, -1 Bio-Mod slot, consumes 1 ammo per 2 shot volley. | |||||
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 Effect:Teleports to a random, possibly unexplored area on the current Floor. | |||||
Skill: Engineering 105 Effect: -2 Damage, -5 Penetration, -1 Bio Mod Slot, Increased Ammo Capacity | |||||
Skill: Engineering 110 Effect: +5 Ammo Capacity, -10 Penetration, -1 Bio Mod Slot | |||||
Skill: Engineering 105 Effect: -1 Bio Mod slot, -2 Damage, -10 Penetration, +15 Ammo Capacity | |||||
Skill: Engineering 115 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 Effect: Grenade which sets creatures on Fire. | |||||
Skill: Engineering 100 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 Effect: Absorbs one Von Neumann Probe attack or Disintegration Bay backlash. | |||||
Skill: Engineering 110 | |||||
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. | |||||
Skill: Mechanical 85 Effect: Reloads Heavy Slug Thrower. | |||||
Skill: Mechanical 110 | |||||
Skill: Mechanical 105 Effect: +10 Clip Size, -5 Accuracy | |||||
Skill: Mechanical 105 Effect: +8 Clip Size, -5 Accuracy, -1 Bio Mod Slot, +5 Durability | |||||
Skill: Mechanical 100 Effect: Increases clip to 30, Durability +5, Accuracy -5, Bio-mods -1. | |||||
Skill: Mechanical 110 Effect: | |||||
Skill: Mechanical 105 Effect: Increases clip to 72, Durability +5, Accuracy -5, Bio-mods -1. | |||||
Skill: Mechanical 105 Effect: | |||||
Skill: Mechanical 105 Effect: Increases clip to 150, Durability +5, Accuracy -5, Bio-mods -1. | |||||
Skill: Mechanical 115 Effect: | |||||
Skill: Mechanical 100 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 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 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. | |||||
Skill: Engineering 100 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 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 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 Effect: Converts 30 Shotgun Shells into 45 Pistol Rounds | |||||
Skill: Mechanical 110 Effect: Converts 100 Rifle Rounds into 110 Pistol Rounds | |||||
Skill: Mechanical 110 Effect: | |||||
Skill: Engineering 110
Effect: Belt. Increases carrying slots by 24 when equipped. | |||||
Skill: Engineering 95 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 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 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 | |||||
Skill: Mechanical 100 Effect: Converting 30 Shotgun Shells into 25 Rifle Rounds | |||||
Skill: Mechanical 115 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 Effect: | |||||
Skill: Engineering 100 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 Effect: 3 Shell Casings | |||||
Skill: Mechanical 90 Effect: | |||||
Skill: Mechanical 90 Effect: | |||||
Skill: Mechanical 70 Effect: | |||||
Skill: >Mechanical 70 Effect: Good for using up excess pistol ammo. 3 shot volley using 5 ammo per volley. Magazine size: 25. | |||||
Skill: Mechanical 70 Effect: | |||||
Skill: Mechanical 90 Effect: | |||||
Skill: Necro Tech 95 Effect: | |||||
Skill: Computer 115 Effect: -10 durability, +20 accuracy, +5 penetration | |||||
Skill: Computer 105 Effect: -7 durability, +20 accuracy | |||||
Skill: Computer 115 Effect: -10 durability, +20 accuracy, +5 penetration | |||||
Skill: Computer 115 Effect: -7 durability, +20 accuracy, +5 penetration | |||||
Skill: Computer 115 Effect: -5 durability, +20 accuracy, +5 penetration | |||||
Skill: Computer 115 Effect: +20 Accuracy, +5 Penetration, -1 Bio Mod Slot, -8 Durability | |||||
Skill: Computer 115 Effect: | |||||
Skill: Computer 115 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 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 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. | |||||
Skill: Necro Tech 120 Effect: | |||||