Wikia

Sword of the Stars: The Pit Wiki

Recipes

Comments284
562pages on
this wiki

You want to contribute, but do not know how? See the tutorial for this page!

General InformationEdit

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 will be displayed next to their effect's row:

  • MGicon - Mindgames-only recipes
  • Gicon - Gold-only recipes
  • TPicon - The Pilgrim-only recipes
  • Juggernaut - The Juggernaut-only recipes

CookerEdit

An EZ Cooker can be also be used to create any Cooker recipes that have three or fewer ingredients. A Creation Station may be used instead of a Cooker.

Cooker recipes are typically Food.

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.

Result Ingredient 1 Ingredient 2 Ingredient 3 Ingredient 4 Ingredient 5

Skill: Biotech 70

EffectCures up to Lvl 4 Disease

Skill: Biotech 100

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

75px-Egg
Egg
75px-Egg
Egg

Skill: Biotech 80

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

*2015 New Year special

Skill: Medical 50

Effect: Cures up to 3 levels of Poison.

75px-Egg
Egg

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 a 6 hits. Does not fade with time.

Skill: Biotech 110

Effect: for 20 turns increases Speed by 1, might by 20, melee damage dealt by 100%, all damage taken by 50%, grants 1 addiotnal 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: +110 food (same as ingredients), restores 80 health and 80 psi

Skill: Biotech 75

Effect: +190 food (+10 over ingredients), restores 80 health and 80 psi

Skill: Biotech 75

Effect: +145 food (+20 over ingredients), +120 food to Liir (-5 below 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 (-170 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

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

Skill: Biotech 75

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

Skill: Biotech 140

Effect:   +450 food (+210 over base ingredients, or +50 over Sots + bacon), +15 food capacity

Skill: Biotech 115

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

75px-Egg
Egg

Skill: Biotech 90

Effect: +190 food (+75 over ingredients), +30 maximum food capacity

SkillBiotech 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:   +150 food (+30 over ingredients), restores 25 health

Skill: Biotech 55

Effect: +150 food (+30 over ingredients)

Skill: Biotech 75

Effect: +90 food (+10 over ingredients)

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, +30 maximum food capacity

Skill: Biotech 70

Effect: Cures ConfusionBerserk, 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 male

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: Biotech 105

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

75px-Egg
Egg
75px-Egg
Egg

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, +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.

75px-Egg
Egg

Skill: Biotech 115

Effect: +55 food 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 (+235 over ingredients)

Skill: Biotech 75

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

SKS
Juggernaut
Sks

Skill: Biotech 85
Effect: +180 (-110 below ingredients), restores 20 health and 20 psi

Skill: Biotech 60

Effect: +160 food (+40 over ingredients)

75px-Egg
Egg

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)

75px-Egg
Egg

Skill: Biotech 95

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

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

Skill: Biotech 95

Effect: +200 food (+50 over ingredients)

Skill: 95

Effect: +230 food (60 over ingredients)

LabEdit

Note that when a weapon is used as an ingredient, all its Bio-Mods are lost. All crafted weapons comes with a full magazine so those recipes can be used as additional ammo source. 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: 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.

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 105

Effect: consumes 1 ammo per 2 shots.

Skill: Electronics 65
Effect: Grenade which makes Mecha go Berserk.

Skill: Computers 65
Effect:  Identifies a single random Bio mods. One use.

Skill: Engineering
Effect:

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

Skill: Engineering

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

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

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

Skill: Engineering ??
Effect:

Skill: Electronics 65
Effect: Reloads most Rifle and Assault energy Weapons.

Skill: Mechanical 75
Effect:  Repairs non-melee energy Weapons.

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

Skill: Biotech 79
Effect: 

Skill: Engineering 100

MGicon
'Effect: ' Grenade which sets creatures on Fire.

Skill: Engineering ??
Effect:

Skill: Engineering
Effect: Belt

Skill: Electronics
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

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

Skill: Engineering

MGicon
'Effect: '

Skill: Mechanical
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 ??
Effect:

Skill: Mechanical 110(?)
Effect: +10 Clip Size, -5 Accuracy

Skill: Mechanical 110(?)
Effect: +8 Clip Size, -5 Accuracy, -1 Bio Mod Slot, +5 Durability

Skill: Mechanical ??
Effect: Increases clip to 30

Skill: Mechanical ??
Effect:

Skill: Mechanical ??
Effect:

Skill: Mechanical ??
Effect:

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

Skill: Engineering

MGicon
'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

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.

75px-Sar
Sar

Skill: Engineering (failed w/ 25ish one time)

MGicon

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: 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 ??
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.

Skill: Mechanical ??
'Effect: 'Converting 30 Shotgun Shells into 45 Pistol Rounds

Skill: Mechanical ??
Effect:

Skill: Mechanical

Gicon
Effect:

Skill: Engineering

MGicon
'Effect: Multi-target' Pistol Weapon. Crafted using Engineering check.

Skill: Electronics
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 ??
Effect: 3 Quantum Splitters

Skill: Mechanical
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
Effect: Healing over time.

Skill: Biotech

Gicon
Effect: makes the armor wearable for Human, Tarka and Hiver only

Skill: Mechanical 80
Effect: expand magazine +4

75px-Shotgun Shells