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General Information Edit

In this page you will find some of the recipes that are considered useful for almost all characters, this mean that not all recipes are listed here, instead they can be found on the complete page of recipes (here), some of the recipes found there are only useful for a few characters and others require an item or build synergy that are not so intuitive for new players, so the intention of this page is to offer new players a more intuitive and clean list of recipes. As you start to play the game more often, more recipes will be decrypted and you'll learn for what they are useful and needed for.

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
  • (?) - Neromancer-only recipes
  • Healer - The Healer-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

Effect: Cures up to Lvl 4 Disease

Skill: Medical 50

Effect: Cures up to 3 levels of Poison.

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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 6 turns. Does not fade with time. Stacks with itself.

Skill: Biotech 75

Effect: +120 food (+40 over ingredients)

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 20

Effect: +50 food (+20 over ingredients)

Skill: Biotech 80

Effect: Cures 125 Radiation

Skill: Biotech 85

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

Skill: Biotech

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

75px-Egg
Egg
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Egg

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 115

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

Skill: Biotech 80

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

Skill: Biotech 75

Effect: +35 food per pellet (175 food in total, +160 over ingridients)

Skill: Biotech 55

Effect: +150 food (+30 over ingredients)

Skill: Biotech 75

Effect: +90 food (+10 over ingredients)

Skill: Biotech 60

Effect: +300 food (+110 over ingredients)

Skill: Biotech 70

Effect: +65 food, +30 maximum food capacity

Skill: Biotech 70

Effect: Cures Confusion, Berserk, Stun and Fear.

Skill: Biotech 80

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

Skill: Biotech 75

Effect: +100 food

Skill: Biotech 105

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

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Egg
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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

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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.

Skill: Biotech (recipe can't fail)

Effect: +160 food (+40 over ingredients)

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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 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 80

Effect: +100 food (+30 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: 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: 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: Electronics 70

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

Skill: Mechanical 110

Effect: Armor. 80 armor, 180 durability.

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

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

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

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

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

Skill: Necro Tech ??
Effect:

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

Skill: Engineering ??

Juggernaut
Effect:

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: 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 ??

Juggernaut
Effect:

Skill: Mechanical ??

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: 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: 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: 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: Mechanical ??

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

Skill: Mechanical (Failed at 75)

Juggernaut
Effect:

Skill: Electronics 115
Effect: Multi-target Rifle Weapon.

Skill: Electronics 105
Effect: Helmet. Permanently (360 degree) see through everything (except invisibility) in your maximum sight range (12 tiles).

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 ??

Juggernaut
Effect: Converting 30 Shotgun Shells into 25 Rifle Rounds

Skill: Mechanical ??

Juggernaut
Effect:

Skill: Electronics 75
Effect: Bonus to next Decryption tasks, which includes Tesseract wells and Creation stations.

Skill: Mechanical ??

Juggernaut
Effect: 3 Shell Casings

Skill: Mechanical (Failed at 80)

Juggernaut
Effect:

Skill: Mechanical ??
Effect:

Skill: Mechanical

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

Gicon
Effect:

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