Sword of the Stars: The Pit Wiki
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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% dmg 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.

Adrenal Implant
Adrenal Implant

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:

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 mods. One use.

Skill: Engineering 105
Effect:

Skill: Mechanical 60
Effect: Use next to doors to cause large damage to them.

Skill: Engineering 110

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

Skill: Engineering 105

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

Skill: Engineering 110

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

Skill: Engineering 105

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

Skill: Engineering 115

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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

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'Effect: ' Grenade which sets creatures on Fire.

Skill: Engineering 100

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Effect:

Skill: Engineering 120
Effect: Belt

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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

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

Skill: Engineering 110

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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.

Skill: Mechanical 85
Effect: Reloads Heavy Slug Thrower.

Skill: Mechanical 110

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Effect:

Skill: Mechanical 105

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Effect: +10 Clip Size, -5 Accuracy

Skill: Mechanical 105

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

Skill: Mechanical 100

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Effect: Increases clip to 30

Skill: Mechanical 110

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Effect:

Skill: Mechanical 105
Effect:

Skill: Mechanical 105

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Effect:

Skill: Mechanical 105
Effect:

Skill: Mechanical 115

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Effect:

Skill: Mechanical 100

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Effect:

Skill: Mechanical 60
Effect: Use next to doors to inflict medium damage to them.

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Skill: Engineering 140

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'Effect: 'Armour. 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

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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

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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

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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

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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

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'Effect: 'Converts 30 Shotgun Shells into 45 Pistol Rounds

Skill: Mechanical 110

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Effect: 'Converts 100 Rifle Rounds into 110 Pistol Rounds

Skill: Mechanical 110

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Effect:
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Skill: Engineering 95

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'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

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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

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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

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Effect: Converting 30 Shotgun Shells into 25 Rifle Rounds

Skill: Mechanical 115

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'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

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Effect:

Skill: Engineering 100

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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

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Effect: 3 Shell Casings

Skill: Mechanical 90

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Effect:

Skill: Mechanical 90
Effect:

Skill: Mechanical 70

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Effect:

Skill: Mechanical 70

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

Skill: Mechanical 70

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Effect:

Skill: Mechanical 90

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Effect:

Skill: Necro Tech 95
Effect:

Skill: Computer 115
Effect: -10 durability, +20 accuracy, +5 penetration

Skill: Computer 105

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Effect: -7 durability, +20 accuracy

Skill: Computer 115

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

Skill: Computer 115

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

Skill: Computer 115
Effect: -5 durability, +20 accuracy, +5 penetration

Skill: Computer 115

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

Skill: Computer 115

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Effect:

Skill: Computer 115

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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

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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

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Effect: Creates a Mk1 Light Turret in your inventory (Bulky--size: about 2x3). Crafted using Engineering check.

Skill: Electronics 110
Effect: Subverts the nearest turret to fight for you.

Undead Abomination
Undead Abomination

Skill: Necro Tech 120
Effect:

Undead Humanoid
Undead Humanoid

Skill: Necro Tech 110
Effect:

Undead Vermin
Undead 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.

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