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Game reference

Graveyard Keeper 2 Crafting recipes

Find materials and outputs for crafting. Clearing, repairs and other actions have separate sections below.

full game 1.009.1 ·

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398 crafting entries in this language. Other actions are counted in their own sections.

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Showing 398 of 398

Configuration references

Browse crafting workstations

Counts refer to individual records. Related records are grouped for comparison.

Crafting recipes (398)

398 of 398 entries

Unholy Idol

Materials: Wooden Billet × 1 (Available crafting inventories)

Output per craft: Unholy Idol × 1

Base progress: 2 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 5; tools and perks can change the actual cost.

Configured insanity change per progress: -3; this is not the total cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

Output per craft

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, level 1, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 2 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 5; tools and perks can change the actual cost.

Configured insanity change per progress: -3; this is not the total cost.

Scary Idol

Materials: Wooden Billet × 1 (Available crafting inventories)

Output per craft: Scary Idol × 1

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

Output per craft

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, level 1, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Supply: Iron

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Assembly bench I, Assembly bench II, Assembly bench III

Materials: Iron Ingot × 8 (Available crafting inventories)

Output per craft: Supply: Iron × 1

Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Iron

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench I / Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Iron Ingot × 6 (Available crafting inventories) · Board × 4 (Available crafting inventories) · Bronze Nails × 8 (Available crafting inventories)

Output per craft: Supply: Iron × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

View records (1)

Supply: Iron

Recipe details

Wooden Kit I

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Assembly bench I, Assembly bench II, Assembly bench III

Materials: Log × 1 (Available crafting inventories) · Bronze Nails × 4 (Available crafting inventories)

Output per craft: Wooden Kit I × 4

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Wooden Kit I

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench I / Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Log1Available crafting inventories
  • Bronze Nails4Available crafting inventories

Output per craft

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Assembly bench I, Assembly bench II, Assembly bench III

Materials: Log × 1 (Available crafting inventories)

Output per craft: Wooden Kit I × 4

Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Wooden Kit I

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench I / Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Log1Available crafting inventories

Output per craft

Craft at

Required extensions

  • Assembly bench: Auto-hammer

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Wooden Plank × 3 (Available crafting inventories) · Oiled Plank × 1 (Available crafting inventories)

Output per craft: Wooden Kit I × 2

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Wooden Kit I

Recipe details

Stone Kit

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Assembly bench I, Assembly bench II, Assembly bench III

Materials: Stone × 2 (Available crafting inventories)

Output per craft: Stone Kit × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Stone Kit

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench I / Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Stone2Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Stonemason's Workbench

Materials: Stone × 2 (Available crafting inventories) · Polished Stone × 1 (Available crafting inventories)

Output per craft: Stone Kit × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Stone Kit

Recipe details

Crate

Made at: Assembly bench I, Assembly bench II, Assembly bench III

Materials: Wooden Kit I × 1 (Available crafting inventories) · Iron Kit I × 1 (Available crafting inventories)

Output per craft: Crate × 2

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench I / Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Building Kit I

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Assembly bench I, Assembly bench II, Assembly bench III

Materials: Stone Kit × 1 (Available crafting inventories) · Brick × 1 (Available crafting inventories)

Output per craft: Building Kit I × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Building Kit I

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench I / Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Stone Kit1Available crafting inventories
  • Brick1Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Assembly bench: Auto-hammer

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Stone Kit × 1 (Available crafting inventories) · Brick × 3 (Available crafting inventories)

Output per craft: Building Kit I × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

View records (1)

Building Kit I

Recipe details

Supply: Building materials I

Made at: Assembly bench I, Assembly bench II, Assembly bench III

Materials: Stone Kit × 1 (Available crafting inventories) · Brick × 1 (Available crafting inventories)

Output per craft: Supply: Building materials I × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench I / Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Stone Kit1Available crafting inventories
  • Brick1Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Assembly bench: Auto-hammer

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Fabric

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Assembly bench I, Assembly bench II, Assembly bench III

Materials: Flax × 16 (Available crafting inventories)

Output per craft: Fabric × 1 without / 2 with the executor’s active Tailor perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Fabric

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench I / Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Flax16Available crafting inventories

Output per craft

  • Fabric1 without / 2 with the executor’s active Tailor perk

Mastery and inspiration

Effect

Craft at

Required extensions

  • Assembly bench: Spinning wheel

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 4, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Made at: Weaving Loom

Materials: Flax Thread × 4 (Available crafting inventories)

Output per craft: Fabric × 1 without / 2 with the executor’s active Tailor perk

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

View records (1)

Fabric

Recipe details

Supply: Fabric

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Assembly bench I, Assembly bench II, Assembly bench III

Materials: Flax × 16 (Available crafting inventories)

Output per craft: Supply: Fabric × 1 without / 2 with the executor’s active Tailor perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Fabric

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench I / Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Flax16Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Assembly bench: Spinning wheel

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 4, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Fabric × 4 (Available crafting inventories)

Output per craft: Supply: Fabric × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

View records (1)

Supply: Fabric

Recipe details

Supply: Iron Tools

Made at: Assembly bench II, Assembly bench III

Materials: Crate × 1 (Available crafting inventories) · Iron Kit I × 4 (Available crafting inventories)

Output per craft: Supply: Iron Tools × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Crate1Available crafting inventories
  • Iron Kit I4Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Supply: Cutlery I

Made at: Assembly bench II, Assembly bench III

Materials: Iron Kit I × 4 (Available crafting inventories)

Output per craft: Supply: Cutlery I × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Supply: Kitchen Utensils

Made at: Assembly bench II, Assembly bench III

Materials: Tableware × 4 (Available crafting inventories) · Glass Containers × 4 (Available crafting inventories)

Output per craft: Supply: Kitchen Utensils × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Furniture Kit I

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Assembly bench II, Assembly bench III

Materials: Wooden Kit I × 1 (Available crafting inventories) · Iron Kit I × 1 (Available crafting inventories)

Output per craft: Furniture Kit I × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Furniture Kit I

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Complete recipe: +1 · Furniture Maker I

Effect

Craft at

Required extensions

  • Assembly bench: Drill press

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Woodworking Workbench II

Materials: Wooden Kit I × 1 (Available crafting inventories) · Iron Kit I × 1 (Available crafting inventories)

Output per craft: Furniture Kit I × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Furniture Kit I

Recipe details

Supply: Furniture I

Made at: Assembly bench II, Assembly bench III

Materials: Wooden Kit I × 4 (Available crafting inventories) · Iron Kit I × 4 (Available crafting inventories)

Output per craft: Supply: Furniture I × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Assembly bench: Drill press

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Supply: Appliances I

Made at: Assembly bench II, Assembly bench III

Materials: Furniture Kit I × 4 (Available crafting inventories) · Zombie Power × 1 (Available crafting inventories)

Output per craft: Supply: Appliances I × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Complete recipe: +1 · Undead Power I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Marble Kit

Made at: Assembly bench II, Assembly bench III

Materials: Marble × 2 (Available crafting inventories)

Output per craft: Marble Kit × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Marble2Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Sculpture Kit I

Made at: Assembly bench II, Assembly bench III

Materials: Stone × 2 (Available crafting inventories)

Output per craft: Sculpture Kit I × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Stone2Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Supply: Clothes I

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Assembly bench II, Assembly bench III

Materials: Fabric × 12 (Available crafting inventories)

Output per craft: Supply: Clothes I × 1 without / 2 with the executor’s active Tailor perk

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Clothes I

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Fabric12Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Assembly bench: Sewing machine

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Made at: Sewing Table

Materials: Fabric × 12 (Available crafting inventories)

Output per craft: Supply: Clothes I × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Clothes I

Recipe details

Supply: Clothes II

Made at: Assembly bench III

Materials: Fabric × 16 (Available crafting inventories) · Iron Kit II × 2 (Available crafting inventories)

Output per craft: Supply: Clothes II × 1 without / 2 with the executor’s active Tailor perk

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Assembly bench: Sewing machine

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 8, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Wooden Kit II

Made at: Assembly bench II, Assembly bench III

Materials: Special Wood × 1 (Available crafting inventories)

Output per craft: Wooden Kit II × 3

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Craft at

Required extensions

  • Assembly bench: Drill press

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 7, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Zombie Mechanism

Made at: Assembly bench II, Assembly bench III

Materials: Engineering Kit × 1 (Available crafting inventories) · Zombie Power × 1 (Available crafting inventories)

Output per craft: Zombie Mechanism × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Complete recipe: +1 · Undead Power I

Effect

Craft at

Required extensions

  • Assembly bench: Lathe

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 7, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Supply: Engineering Mechanism

Made at: Assembly bench II, Assembly bench III

Materials: Engineering Kit × 2 (Available crafting inventories) · Zombie Power × 2 (Available crafting inventories)

Output per craft: Supply: Engineering Mechanism × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench II / Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Complete recipe: +1 · Undead Power I

Effect

Craft at

Required extensions

  • Assembly bench: Lathe

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 7, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Furniture Kit II

Made at: Assembly bench III

Materials: Wooden Kit II × 1 (Available crafting inventories) · Iron Kit II × 1 (Available crafting inventories)

Output per craft: Furniture Kit II × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 8, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Supply: Furniture II

Made at: Assembly bench III

Materials: Wooden Kit II × 3 (Available crafting inventories) · Iron Kit II × 3 (Available crafting inventories)

Output per craft: Supply: Furniture II × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 8, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Building Kit II

Made at: Assembly bench III

Materials: Wooden Kit II × 1 (Available crafting inventories) · Marble Kit × 1 (Available crafting inventories)

Output per craft: Building Kit II × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 9, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Supply: Building materials II

Made at: Assembly bench III

Materials: Wooden Kit II × 4 (Available crafting inventories) · Marble Kit × 4 (Available crafting inventories)

Output per craft: Supply: Building materials II × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 9, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Supply: Appliances II

Made at: Assembly bench III

Materials: Furniture Kit II × 4 (Available crafting inventories) · Zombie Mechanism × 2 (Available crafting inventories)

Output per craft: Supply: Appliances II × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 9, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Sculpture Kit II

Made at: Assembly bench III

Materials: Marble × 4 (Available crafting inventories)

Output per craft: Sculpture Kit II × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Marble4Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 9, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Supply: Cutlery II

Made at: Assembly bench III

Materials: Iron Kit II × 4 (Available crafting inventories)

Output per craft: Supply: Cutlery II × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench III and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 9, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Iron Ingot

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Smithy I, Smithy II

Materials: Iron Ore × 1 (Available crafting inventories) · Coal × 1 (Available crafting inventories)

Output per craft: Iron Ingot × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Iron Ingot

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Smithy I / Smithy II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Iron Ore1Available crafting inventories
  • Coal1Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Red talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Furnace II

Materials: Iron Ore × 3 (Available crafting inventories) · Fuel × 30 (Fuel units) (Available crafting inventories)

Output per craft: Iron Ingot × 3 without / 4 with the player’s active Fireman perk

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Iron Ingot

Recipe details

Iron Kit I

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Smithy I, Smithy II

Materials: Iron Ingot × 1 (Available crafting inventories)

Output per craft: Iron Kit I × 4

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Iron Kit I

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Smithy I / Smithy II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Smithy: Hammer

Tool for the work action

Cannot start? Check the full material counts, Red talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Iron Anvil, Steel Anvil

Materials: Iron Ingot × 1 (Available crafting inventories)

Output per craft: Iron Kit I × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Iron Kit I

Recipe details

Brick

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Smithy I, Smithy II

Materials: Clay × 2 (Available crafting inventories) · Coal × 1 (Available crafting inventories)

Output per craft: Brick × 2

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Brick

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Smithy I / Smithy II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Clay2Available crafting inventories
  • Coal1Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Red talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Kiln

Materials: Clay × 4 (Available crafting inventories) · Fuel × 10 (Fuel units) (Available crafting inventories)

Output per craft: Brick × 6

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Brick

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kiln and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

Technologies that unlock this recipe

Materials

  • Clay4Available crafting inventories

Fuel units

  • Fuel10Available crafting inventories

Output per craft

Mastery and inspiration

Complete recipe: +1 · Mud Master I

Complete recipe: +1 · Firelord I

Craft at

Cannot start? Check the full material counts, Orange talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Unlocked by(1)

Glass

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Smithy I, Smithy II

Materials: Sand × 3 (Available crafting inventories) · Coal × 1 (Available crafting inventories)

Output per craft: Glass × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Glass

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Smithy I / Smithy II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Sand3Available crafting inventories
  • Coal1Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Red talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Furnace I, Furnace II

Materials: Sand × 3 (Available crafting inventories) · Fuel × 10 (Fuel units) (Available crafting inventories)

Output per craft: Glass × 3 without / 4 with the executor’s active Glassworker perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Glass

Recipe details

Tableware

Made at: Smithy I, Smithy II

Materials: Clay × 2 (Available crafting inventories) · Coal × 1 (Available crafting inventories)

Output per craft: Tableware × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Smithy I / Smithy II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Clay2Available crafting inventories
  • Coal1Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Smithy: Bellows

Tool for the work action

Cannot start? Check the full material counts, Red talent branch level 4, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Glass Containers

Made at: Smithy I, Smithy II

Materials: Sand × 2 (Available crafting inventories) · Coal × 1 (Available crafting inventories)

Output per craft: Glass Containers × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Smithy I / Smithy II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Sand2Available crafting inventories
  • Coal1Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Smithy: Bellows

Tool for the work action

Cannot start? Check the full material counts, Red talent branch level 4, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Clay Molds

Made at: Smithy II

Materials: Clay × 2 (Available crafting inventories) · Coal × 1 (Available crafting inventories)

Output per craft: Clay Molds × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Smithy II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Clay2Available crafting inventories
  • Coal1Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Red talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Iron Kit II

Made at: Smithy II

Materials: Iron Ingot × 1 (Available crafting inventories) · Clay Molds × 2 (Available crafting inventories)

Output per craft: Iron Kit II × 4

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Smithy II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Smithy: Bellows

Tool for the work action

Cannot start? Check the full material counts, Red talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Engineering Kit

Made at: Smithy II

Materials: Steel Ingot × 1 (Available crafting inventories) · Clay Molds × 2 (Available crafting inventories)

Output per craft: Engineering Kit × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Smithy II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Smithy: Bellows

Tool for the work action

Cannot start? Check the full material counts, Red talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Supply: Steel Tools

Made at: Smithy II

Materials: Steel Ingot × 4 (Available crafting inventories) · Crate × 1 (Available crafting inventories)

Output per craft: Supply: Steel Tools × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Smithy II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Smithy: Bellows

Tool for the work action

Cannot start? Check the full material counts, Red talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Lens

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Smithy II

Materials: Sand × 3 (Available crafting inventories) · Coal × 2 (Available crafting inventories)

Output per craft: Lens × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Lens

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Smithy II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Sand3Available crafting inventories
  • Coal2Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Smithy: Press

Tool for the work action

Cannot start? Check the full material counts, Red talent branch level 7, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Furnace I, Furnace II

Materials: Sand × 8 (Available crafting inventories) · Fuel × 30 (Fuel units) (Available crafting inventories)

Output per craft: Lens × 2 without / 3 with the executor’s active Glassworker perk

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Lens

Recipe details

Supply: Vegetables

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen I, Kitchen II

Materials: Crate × 1 (Available crafting inventories) · Carrot × 16 (Available crafting inventories)

Output per craft: Supply: Vegetables × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Vegetables

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Crate1Available crafting inventories
  • Carrot16Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Kitchen I, Kitchen II

Materials: Crate × 1 (Available crafting inventories) · Beet × 12 (Available crafting inventories)

Output per craft: Supply: Vegetables × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Vegetables

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Crate1Available crafting inventories
  • Beet12Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen I, Kitchen II

Materials: Crate × 1 (Available crafting inventories) · Cabbage · quality 1 × 10 (Available crafting inventories)

Output per craft: Supply: Vegetables × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Vegetables

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen I, Kitchen II

Materials: Crate × 1 (Available crafting inventories) · Cabbage · quality 2 × 8 (Available crafting inventories)

Output per craft: Supply: Vegetables × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Vegetables

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen I, Kitchen II

Materials: Crate × 1 (Available crafting inventories) · Cabbage · quality 3 × 6 (Available crafting inventories)

Output per craft: Supply: Vegetables × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Vegetables

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen I, Kitchen II

Materials: Crate × 1 (Available crafting inventories) · Onion · quality 1 × 8 (Available crafting inventories)

Output per craft: Supply: Vegetables × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Vegetables

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen I, Kitchen II

Materials: Crate × 1 (Available crafting inventories) · Onion · quality 2 × 6 (Available crafting inventories)

Output per craft: Supply: Vegetables × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Vegetables

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen I, Kitchen II

Materials: Crate × 1 (Available crafting inventories) · Onion · quality 3 × 4 (Available crafting inventories)

Output per craft: Supply: Vegetables × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Vegetables

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen I, Kitchen II

Materials: Crate × 1 (Available crafting inventories) · Pumpkin · quality 1 × 3 (Available crafting inventories)

Output per craft: Supply: Vegetables × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Vegetables

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Crate1Available crafting inventories
  • Pumpkin · quality 13Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen I, Kitchen II

Materials: Crate × 1 (Available crafting inventories) · Pumpkin · quality 2 × 2 (Available crafting inventories)

Output per craft: Supply: Vegetables × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Vegetables

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Crate1Available crafting inventories
  • Pumpkin · quality 22Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen I, Kitchen II

Materials: Crate × 1 (Available crafting inventories) · Pumpkin · quality 3 × 1 (Available crafting inventories)

Output per craft: Supply: Vegetables × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Vegetables

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Crate1Available crafting inventories
  • Pumpkin · quality 31Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Supply: Beer

Made at: Kitchen I, Kitchen II

Materials: Beer × 12 (Available crafting inventories)

Output per craft: Supply: Beer × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Beer12Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Supply: Wine

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen I, Kitchen II

Materials: Wine · quality 1 × 8 (Available crafting inventories)

Output per craft: Supply: Wine × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Wine

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Wine · quality 18Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Kitchen I, Kitchen II

Materials: Wine · quality 2 × 6 (Available crafting inventories)

Output per craft: Supply: Wine × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Wine

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Wine · quality 26Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen I, Kitchen II

Materials: Wine · quality 3 × 4 (Available crafting inventories)

Output per craft: Supply: Wine × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Wine

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Wine · quality 34Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Supply: Flour Sack

Made at: Kitchen I, Kitchen II

Materials: Wheat × 16 (Available crafting inventories) · Fabric × 2 (Available crafting inventories)

Output per craft: Supply: Flour Sack × 1 without / 2 with the executor’s active Miller perk

Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Wheat16Available crafting inventories
  • Fabric2Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Kitchen: Millstone

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 4, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Supply: Preserves I

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen I, Kitchen II

Materials: Glass Containers × 1 (Available crafting inventories) · Carrot × 16 (Available crafting inventories)

Output per craft: Supply: Preserves I × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Preserves I

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Kitchen: Sealing Machine

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Kitchen I, Kitchen II

Materials: Glass Containers × 1 (Available crafting inventories) · Beet × 12 (Available crafting inventories)

Output per craft: Supply: Preserves I × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Preserves I

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Kitchen: Sealing Machine

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen I, Kitchen II

Materials: Glass Containers × 1 (Available crafting inventories) · Cabbage · quality 1 × 10 (Available crafting inventories)

Output per craft: Supply: Preserves I × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Preserves I

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Kitchen: Sealing Machine

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen I, Kitchen II

Materials: Glass Containers × 1 (Available crafting inventories) · Cabbage · quality 2 × 8 (Available crafting inventories)

Output per craft: Supply: Preserves I × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Preserves I

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Kitchen: Sealing Machine

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen I, Kitchen II

Materials: Glass Containers × 1 (Available crafting inventories) · Cabbage · quality 3 × 6 (Available crafting inventories)

Output per craft: Supply: Preserves I × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Preserves I

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen I / Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Kitchen: Sealing Machine

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Supply: Preserves II

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen II

Materials: Glass Containers × 1 (Available crafting inventories) · Onion · quality 1 × 10 (Available crafting inventories)

Output per craft: Supply: Preserves II × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Preserves II

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Kitchen: Sealing Machine

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 8, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Kitchen II

Materials: Glass Containers × 1 (Available crafting inventories) · Onion · quality 2 × 8 (Available crafting inventories)

Output per craft: Supply: Preserves II × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Preserves II

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Kitchen: Sealing Machine

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 8, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen II

Materials: Glass Containers × 1 (Available crafting inventories) · Onion · quality 3 × 6 (Available crafting inventories)

Output per craft: Supply: Preserves II × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Preserves II

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Kitchen: Sealing Machine

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 8, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen II

Materials: Glass Containers × 1 (Available crafting inventories) · Pumpkin · quality 1 × 4 (Available crafting inventories)

Output per craft: Supply: Preserves II × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Preserves II

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Glass Containers1Available crafting inventories
  • Pumpkin · quality 14Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Kitchen: Sealing Machine

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 8, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen II

Materials: Glass Containers × 1 (Available crafting inventories) · Pumpkin · quality 2 × 3 (Available crafting inventories)

Output per craft: Supply: Preserves II × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Preserves II

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Glass Containers1Available crafting inventories
  • Pumpkin · quality 23Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Kitchen: Sealing Machine

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 8, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen II

Materials: Glass Containers × 1 (Available crafting inventories) · Pumpkin · quality 3 × 2 (Available crafting inventories)

Output per craft: Supply: Preserves II × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Supply: Preserves II

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Glass Containers1Available crafting inventories
  • Pumpkin · quality 32Available crafting inventories

Output per craft

Mastery and inspiration

Effect

Craft at

Required extensions

  • Kitchen: Sealing Machine

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 8, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Board

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Sawhorse

Materials: Log × 1 (Available crafting inventories)

Output per craft: Board × 4

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Board

Recipe details

Made at: Circular Saw

Materials: Log × 1 (Available crafting inventories)

Output per craft: Board × 4 without / 6 with the executor’s active Carpenter perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Board

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Circular Saw and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Log1Available crafting inventories

Output per craft

  • Board4 without / 6 with the executor’s active Carpenter perk

Mastery and inspiration

Complete recipe: +1 · Carpenter I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Short Log

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Sawhorse

Materials: Log × 1 (Available crafting inventories)

Output per craft: Short Log × 3

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Short Log

Recipe details

Made at: Circular Saw

Materials: Log × 1 (Available crafting inventories)

Output per craft: Short Log × 4 without / 6 with the executor’s active Carpenter perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Short Log

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Circular Saw and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Log1Available crafting inventories

Output per craft

  • Short Log4 without / 6 with the executor’s active Carpenter perk

Mastery and inspiration

Complete recipe: +1 · Woodcutter I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Firewood

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Chopping Spot

Materials: Short Log × 1 (Available crafting inventories)

Output per craft: Firewood × 10 without / 15 with the executor’s active Axeman perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Firewood

Recipe details

Made at: Chopping Spot

Materials: Stick × 20 (Available crafting inventories)

Output per craft: Firewood × 10 without / 15 with the executor’s active Axeman perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Firewood

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Chopping Spot and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Stick20Available crafting inventories

Output per craft

  • Firewood10 without / 15 with the executor’s active Axeman perk

Mastery and inspiration

Complete recipe: +1 · Woodcutter I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Chopping Spot

Materials: Short Log × 1 (Available crafting inventories)

Output per craft: Wood wedge × 10 without / 15 with the executor’s active Axeman perk

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Wooden Plank

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Board × 1 (Available crafting inventories)

Output per craft: Wooden Plank × 1

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Wooden Plank

Recipe details

Made at: Circular Saw

Materials: Log × 1 (Available crafting inventories)

Output per craft: Wooden Plank × 4 without / 6 with the executor’s active Carpenter perk

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Wooden Plank

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Circular Saw and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Log1Available crafting inventories

Output per craft

  • Wooden Plank4 without / 6 with the executor’s active Carpenter perk

Mastery and inspiration

Complete recipe: +1 · Carpenter I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 4, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Melted Fat × 1 (Available crafting inventories) · Wooden Plank × 4 (Available crafting inventories)

Output per craft: Oiled Plank × 4

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Oiled Plank × 4 (Available crafting inventories) · Wood wedge × 8 (Available crafting inventories)

Output per craft: Wooden Trinkets × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Circular Saw

Materials: Log × 1 (Available crafting inventories)

Output per craft: Wooden beam × 2 without / 3 with the executor’s active Carpenter perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Woodworking Workbench II

Materials: Melted Fat × 1 (Available crafting inventories) · Wooden beam × 2 (Available crafting inventories)

Output per craft: Oiled Beam × 2

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Woodworking Workbench II

Materials: Wooden beam × 2 (Available crafting inventories) · Advanced Detail × 1 (Available crafting inventories)

Output per craft: Wooden Joint × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Woodworking Workbench II

Materials: Special Wood × 2 (Available crafting inventories) · Iron Chisel × 1 (Available crafting inventories)

Output per craft: Carved Wood × 4

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Woodworking Workbench II

Materials: Bronze Detail × 2 (Available crafting inventories) · Stick × 4 (Available crafting inventories)

Output per craft: Bronze Chisel × 4

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Woodworking Workbench II

Materials: Iron Detail × 2 (Available crafting inventories) · Stick × 4 (Available crafting inventories)

Output per craft: Iron Chisel × 4

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Stonemason's Workbench

Materials: Stone × 2 (Available crafting inventories) · Wood wedge × 4 (Available crafting inventories)

Output per craft: Piece of stone × 4 · Piece of stone × 1–2 (Chance: 0% without / 50% with the executor’s active Mason perk)

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Stonemason's Workbench

Materials: Piece of stone × 4 (Available crafting inventories) · Melted Fat × 1 (Available crafting inventories) · Sand × 2 (Available crafting inventories)

Output per craft: Polished Stone × 4 · Polished Stone × 1–2 (Chance: 0% without / 50% with the executor’s active Mason perk)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Stonemason's Workbench

Materials: Polished Stone × 4 (Available crafting inventories) · Bronze Chisel × 1 (Available crafting inventories) · Faith × 1 (Available crafting inventories)

Output per craft: Carved Stone × 4 · Carved Stone × 1–2 (Chance: 0% without / 50% with the executor’s active Mason perk)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Stonemason's Workbench

Materials: Marble × 2 (Available crafting inventories) · Iron Chisel × 1 (Available crafting inventories)

Output per craft: Marble Plate × 4 · Marble Plate × 1–2 (Chance: 0% without / 50% with the executor’s active Mason perk)

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Stonemason's Workbench

Materials: Marble Plate × 4 (Available crafting inventories) · Melted Fat × 1 (Available crafting inventories) · Sand × 2 (Available crafting inventories)

Output per craft: Polished Marble × 4 · Polished Marble × 1–2 (Chance: 0% without / 50% with the executor’s active Mason perk)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Stonemason's Workbench

Materials: Polished Marble × 4 (Available crafting inventories) · Iron Chisel × 1 (Available crafting inventories) · Faith × 1 (Available crafting inventories)

Output per craft: Carved Marble × 4 · Carved Marble × 1–2 (Chance: 0% without / 50% with the executor’s active Mason perk)

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Stonemason's Workbench

Materials: Polished Marble × 4 (Available crafting inventories) · Iron Chisel × 1 (Available crafting inventories)

Output per craft: Stone Marbles × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 5; tools and perks can change the actual cost.

Made at: Potter's Wheel

Materials: Clay × 2 (Available crafting inventories)

Output per craft: Clay Plate × 3

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Potter's Wheel

Materials: Clay × 4 (Available crafting inventories)

Output per craft: Clay Urn × 2

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Spinning Wheel

Materials: Flax × 4 (Available crafting inventories)

Output per craft: Flax Thread × 4 without / 6 with the executor’s active Tailor perk

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Made at: Sewing Table

Materials: Flax Thread × 8 (Available crafting inventories)

Output per craft: Lace × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Tin

Made at: Sluice Box

Materials: Sand × 3 (Available crafting inventories)

Output per craft: Tin × 2–3 · Golden nugget × 1 (Chance: 0% without / 40% with the executor’s active Gold Digger perk)

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Made at: Furnace I, Furnace II

Materials: Glass × 1 (Available crafting inventories) · Fuel × 10 (Fuel units) (Available crafting inventories)

Output per craft: Empty Bottle × 2 without / 3 with the executor’s active Glassworker perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Bronze Ingot

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Furnace I, Furnace II

Materials: Bronze Scrap × 3 (Available crafting inventories) · Fuel × 20 (Fuel units) (Available crafting inventories)

Output per craft: Bronze Ingot × 2 without / 3 with the player’s active Fireman perk

Base progress: 9 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Bronze Ingot

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Furnace I / Furnace II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

Technologies that unlock this recipe

Materials

Fuel units

  • Fuel20Available crafting inventories

Output per craft

  • Bronze Ingot2 without / 3 with the player’s active Fireman perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Bronze Age I

Effect

Craft at

Cannot start? Check the full material counts, Red talent branch level 1, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 9 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Made at: Furnace I, Furnace II

Materials: Copper Nugget × 3 (Available crafting inventories) · Tin × 1 (Available crafting inventories) · Fuel × 20 (Fuel units) (Available crafting inventories)

Output per craft: Bronze Ingot × 4 without / 5 with the player’s active Fireman perk

Base progress: 9 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Bronze Ingot

Recipe details

Made at: Furnace II

Materials: Golden nugget × 3 (Available crafting inventories) · Fuel × 30 (Fuel units) (Available crafting inventories)

Output per craft: Golden ingot × 2 without / 3 with the player’s active Fireman perk

Base progress: 9 ticks; this is not a duration in seconds. Perks may change the total.

Bronze Nails

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Bronze Scrap × 1 (Available crafting inventories)

Output per craft: Bronze Nails × 6 without / 8 with the executor’s active Blacksmith perk

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Bronze Nails

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Iron Anvil / Steel Anvil / Wooden Anvil and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

  • Bronze Nails6 without / 8 with the executor’s active Blacksmith perk

Mastery and inspiration

Complete recipe: +1 · Bronze Crafter I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Red talent branch level 1, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Bronze Ingot × 1 (Available crafting inventories)

Output per craft: Bronze Nails × 12 without / 16 with the executor’s active Blacksmith perk

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Bronze Nails

Recipe details

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Bronze Ingot × 1 (Available crafting inventories)

Output per craft: Bronze Detail × 6 without / 9 with the executor’s active Engineer perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Oiled Plank × 1 (Available crafting inventories) · Bronze Detail × 2 (Available crafting inventories)

Output per craft: Reinforced Plank × 1

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Bronze Detail × 2 (Available crafting inventories) · Sand × 2 (Available crafting inventories) · Melted Fat × 1 (Available crafting inventories)

Output per craft: Polished Bronze × 2

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Polished Bronze × 2 (Available crafting inventories) · Bronze Detail × 4 (Available crafting inventories)

Output per craft: Copper Trinkets × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil

Materials: Bronze Ingot × 1 (Available crafting inventories)

Output per craft: Bronze Gear × 3 without / 4 with the executor’s active Gear Master perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil

Materials: Iron Ingot × 1 (Available crafting inventories)

Output per craft: Iron Nails × 12 without / 16 with the executor’s active Blacksmith perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil

Materials: Iron Ingot × 1 (Available crafting inventories)

Output per craft: Iron Detail × 6 without / 9 with the executor’s active Engineer perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil

Materials: Oiled Beam × 1 (Available crafting inventories) · Iron Detail × 1 (Available crafting inventories)

Output per craft: Reinforced Beam × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil

Materials: Bronze Detail × 2 (Available crafting inventories) · Iron Detail × 2 (Available crafting inventories)

Output per craft: Advanced Detail × 3 without / 4 with the executor’s active Engineer perk

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Steel Ingot × 1 (Available crafting inventories)

Output per craft: Steel Detail × 4 without / 6 with the executor’s active Engineer perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Steel Ingot × 1 (Available crafting inventories)

Output per craft: Steel Screws × 8 without / 10 with the executor’s active Blacksmith perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Furnace II

Materials: Steel Ingot × 1 (Available crafting inventories)

Output per craft: Engineering Details × 2 without / 3 with the player’s active Gear Master perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Stick × 2 (Available crafting inventories) · Polished Bronze × 1 (Available crafting inventories) · Bronze Detail × 4 (Available crafting inventories)

Output per craft: Bronze tools × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil

Materials: Stick × 2 (Available crafting inventories) · Iron Detail × 2 (Available crafting inventories) · Advanced Detail × 2 (Available crafting inventories)

Output per craft: Iron tools × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Stick × 2 (Available crafting inventories) · Steel Detail × 2 (Available crafting inventories) · Engineering Details × 2 (Available crafting inventories)

Output per craft: Steel tools × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Stick × 2 (Available crafting inventories) · Bronze Detail × 2 (Available crafting inventories) · Bronze Ingot × 1 (Available crafting inventories)

Output per craft: Bronze Axe × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil

Materials: Stick × 2 (Available crafting inventories) · Iron Detail × 2 (Available crafting inventories) · Iron Ingot × 1 (Available crafting inventories)

Output per craft: Iron Axe × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Stick × 2 (Available crafting inventories) · Steel Detail × 2 (Available crafting inventories) · Steel Ingot × 1 (Available crafting inventories)

Output per craft: Steel Axe × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Stick × 2 (Available crafting inventories) · Bronze Detail × 2 (Available crafting inventories) · Bronze Ingot × 1 (Available crafting inventories)

Output per craft: Bronze Pickaxe × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil

Materials: Stick × 2 (Available crafting inventories) · Iron Detail × 2 (Available crafting inventories) · Iron Ingot × 1 (Available crafting inventories)

Output per craft: Iron Pickaxe × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Stick × 2 (Available crafting inventories) · Steel Detail × 2 (Available crafting inventories) · Steel Ingot × 1 (Available crafting inventories)

Output per craft: Steel Pickaxe × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Stick × 2 (Available crafting inventories) · Bronze Detail × 2 (Available crafting inventories) · Bronze Ingot × 1 (Available crafting inventories)

Output per craft: Bronze Hammer × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil

Materials: Stick × 2 (Available crafting inventories) · Iron Detail × 2 (Available crafting inventories) · Iron Ingot × 1 (Available crafting inventories)

Output per craft: Iron Hammer × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Stick × 2 (Available crafting inventories) · Steel Detail × 2 (Available crafting inventories) · Steel Ingot × 1 (Available crafting inventories)

Output per craft: Steel Hammer × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Stick × 2 (Available crafting inventories) · Bronze Detail × 2 (Available crafting inventories) · Bronze Ingot × 1 (Available crafting inventories)

Output per craft: Bronze Shovel × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil

Materials: Stick × 2 (Available crafting inventories) · Iron Detail × 2 (Available crafting inventories) · Iron Ingot × 1 (Available crafting inventories)

Output per craft: Iron Shovel × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Stick × 2 (Available crafting inventories) · Steel Detail × 2 (Available crafting inventories) · Steel Ingot × 1 (Available crafting inventories)

Output per craft: Steel Shovel × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Stick × 2 (Available crafting inventories) · Bronze Detail × 3 (Available crafting inventories) · Bronze Ingot × 2 (Available crafting inventories)

Output per craft: Bronze Sword × 1

Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil

Materials: Stick × 2 (Available crafting inventories) · Iron Detail × 3 (Available crafting inventories) · Iron Ingot × 2 (Available crafting inventories)

Output per craft: Iron Sword × 1

Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Stick × 2 (Available crafting inventories) · Steel Detail × 3 (Available crafting inventories) · Steel Ingot × 2 (Available crafting inventories)

Output per craft: Steel Sword × 1

Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Alkali × 1 (Available crafting inventories) · Steel Detail × 4 (Available crafting inventories) · Steel Ingot × 3 (Available crafting inventories)

Output per craft: Master Sword × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Bronze Detail × 2 (Available crafting inventories) · Bronze Ingot × 4 (Available crafting inventories) · Fabric × 1 (Available crafting inventories)

Output per craft: Bronze Armor × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil

Materials: Iron Detail × 2 (Available crafting inventories) · Iron Ingot × 4 (Available crafting inventories) · Fabric × 2 (Available crafting inventories)

Output per craft: Iron Armor × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Steel Ingot × 4 (Available crafting inventories) · Steel Detail × 4 (Available crafting inventories) · Fabric × 4 (Available crafting inventories)

Output per craft: Steel Armor × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Tannin Liquid × 1 (Available crafting inventories) · Steel Detail × 4 (Available crafting inventories) · Fabric × 6 (Available crafting inventories)

Output per craft: Master Armor × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Stick × 4 (Available crafting inventories)

Output per craft: Simple Pike × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Stick × 4 (Available crafting inventories) · Bronze Detail × 2 (Available crafting inventories) · Bronze Ingot × 1 (Available crafting inventories)

Output per craft: Light Pike × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil

Materials: Stick × 4 (Available crafting inventories) · Iron Detail × 2 (Available crafting inventories) · Iron Ingot × 1 (Available crafting inventories)

Output per craft: Battle Pike × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Stick × 4 (Available crafting inventories) · Steel Detail × 2 (Available crafting inventories) · Steel Ingot × 1 (Available crafting inventories)

Output per craft: Knight's Spear × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Stick × 4 (Available crafting inventories) · Flax Thread × 2 (Available crafting inventories)

Output per craft: Simple Bow × 1

Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Bronze Ingot × 1 (Available crafting inventories) · Stick × 10 (Available crafting inventories) · Flax Thread × 4 (Available crafting inventories)

Output per craft: Reinforced Bow × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Iron Anvil, Steel Anvil

Materials: Iron Ingot × 1 (Available crafting inventories) · Stick × 10 (Available crafting inventories) · Flax Thread × 6 (Available crafting inventories)

Output per craft: Battle Bow × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Steel Ingot × 1 (Available crafting inventories) · Stick × 10 (Available crafting inventories) · Flax Thread × 8 (Available crafting inventories)

Output per craft: Heavy Bow × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Millstone

Materials: Wheat × 4 (Available crafting inventories)

Output per craft: Flour × 5 without / 8 with the executor’s active Miller perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Seed oil

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Millstone

Materials: Flax Seed × 4 (Available crafting inventories)

Output per craft: Seed oil × 2

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

View records (1)

Seed oil

Recipe details

Made at: Millstone

Materials: Wheat seed × 4 (Available crafting inventories)

Output per craft: Seed oil × 2

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

View records (1)

Seed oil

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Millstone and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Made at: Millstone

Materials: Beet Seed × 4 (Available crafting inventories)

Output per craft: Seed oil × 2

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

View records (1)

Seed oil

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Millstone and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Made at: Millstone

Materials: Carrot seed × 4 (Available crafting inventories)

Output per craft: Seed oil × 2

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

View records (1)

Seed oil

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Millstone and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Made at: Millstone

Materials: Cabbage seed × 4 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

Output per craft: Seed oil × 2

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

View records (1)

Seed oil

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Millstone and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Made at: Millstone

Materials: Onion seed × 4 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

Output per craft: Seed oil × 2

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

View records (1)

Seed oil

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Millstone and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Made at: Millstone

Materials: Pumpkin Seeds × 4 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

Output per craft: Seed oil × 2

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

View records (1)

Seed oil

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Millstone and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Pumpkin Seeds4Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Pumpkin Seeds · quality 1
    • Pumpkin Seeds · quality 2
    • Pumpkin Seeds · quality 3

Output per craft

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Made at: Millstone

Materials: Flesh × 1 (Available crafting inventories)

Output per craft: Minced Meat × 2

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Made at: Kitchen Table, Kitchen Table II

Materials: Flour × 6 (Available crafting inventories) · Water × 2 (Available crafting inventories)

Output per craft: Dough × 6

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Dough × 4 (Available crafting inventories) · Fuel × 10 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Bread × 4 without / 6 with the executor’s active Cook perk

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Table, Kitchen Table II

Materials: Berry × 4 (Available crafting inventories) · Apple × 2 (Available crafting inventories)

Output per craft: Berry smoothie × 3 without / 5 with the executor’s active Cook perk

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen Table, Kitchen Table II

Materials: Jug of Milk × 1 (Available crafting inventories) · Honey × 1 (Available crafting inventories)

Output per craft: Yogurt × 3 without / 5 with the executor’s active Cook perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Apple × 5 (Available crafting inventories) · Fuel × 10 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Baked apple × 5 without / 7 with the executor’s active Cook perk

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Brown Mushroom × 5 (Available crafting inventories) · Fuel × 10 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Baked mushrooms × 3 without / 5 with the executor’s active Cook perk

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Dough × 4 (Available crafting inventories) · Berry × 6 (Available crafting inventories) · Fuel × 20 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Berry Pie × 4 without / 6 with the executor’s active Cook perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Dough × 4 (Available crafting inventories) · Jug of Milk × 1 (Available crafting inventories) · Fuel × 10 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Muffin × 4 without / 6 with the executor’s active Cook II perk

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Dough × 4 (Available crafting inventories) · Chicken Egg × 1 (Available crafting inventories) · Fuel × 10 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Croissant × 4 without / 6 with the executor’s active Cook II perk

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Carrot × 4 (Available crafting inventories) · Fuel × 10 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Carrot cutlet × 3 without / 5 with the executor’s active Cook II perk

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Carrot × 4 (Available crafting inventories) · Water × 2 (Available crafting inventories) · Fuel × 20 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Carrot soup × 5 without / 7 with the executor’s active Cook II perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Table, Kitchen Table II

Materials: Beet × 4 (Available crafting inventories) · Seed oil × 1 (Available crafting inventories)

Output per craft: Grated beets × 4 without / 6 with the executor’s active Cook perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen Table, Kitchen Table II

Materials: Beet × 3 (Available crafting inventories)

Output per craft: Beet slices × 2 without / 3 with the executor’s active Cook perk

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen Table, Kitchen Table II

Materials: Cabbage × 3 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Salt × 1 (Available crafting inventories) · Seed oil × 1 (Available crafting inventories)

Output per craft: Bowl of sauerkraut × 2 without / 4 with the executor’s active Cook perk (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Cabbage soup

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Cabbage · quality 1 × 2 (Available crafting inventories) · Water × 1 (Available crafting inventories) · Fuel × 20 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Cabbage soup × 4 without / 6 with the executor’s active Cook II perk

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Cabbage soup

Recipe details

Made at: Kitchen Oven, Kitchen Oven II

Materials: Cabbage · quality 2 × 2 (Available crafting inventories) · Water × 1 (Available crafting inventories) · Fuel × 20 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Cabbage soup × 7 without / 10 with the executor’s active Cook II perk

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Cabbage soup

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Oven / Kitchen Oven II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

Fuel units

  • Fuel20 without / 10 with the executor’s active Heat Saver perkAvailable crafting inventories

Output per craft

  • Cabbage soup7 without / 10 with the executor’s active Cook II perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Cook I

Effect

Craft at

Cannot start? Check the full material counts, Green talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Cabbage · quality 3 × 2 (Available crafting inventories) · Water × 1 (Available crafting inventories) · Fuel × 20 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Cabbage soup × 10 without / 14 with the executor’s active Cook II perk

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Cabbage soup

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Oven / Kitchen Oven II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

Fuel units

  • Fuel20 without / 10 with the executor’s active Heat Saver perkAvailable crafting inventories

Output per craft

  • Cabbage soup10 without / 14 with the executor’s active Cook II perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Cook I

Effect

Craft at

Cannot start? Check the full material counts, Green talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Onion rings

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Onion · quality 1 × 3 (Available crafting inventories) · Seed oil × 1 (Available crafting inventories) · Fuel × 15 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Onion rings × 2 without / 3 with the executor’s active Cook II perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Onion rings

Recipe details

Made at: Kitchen Oven, Kitchen Oven II

Materials: Onion · quality 2 × 3 (Available crafting inventories) · Seed oil × 1 (Available crafting inventories) · Fuel × 15 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Onion rings × 4 without / 6 with the executor’s active Cook II perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Onion rings

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Oven / Kitchen Oven II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

Fuel units

  • Fuel15 without / 5 with the executor’s active Heat Saver perkAvailable crafting inventories

Output per craft

  • Onion rings4 without / 6 with the executor’s active Cook II perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Cook I

Effect

Craft at

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Onion · quality 3 × 3 (Available crafting inventories) · Seed oil × 1 (Available crafting inventories) · Fuel × 15 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Onion rings × 7 without / 10 with the executor’s active Cook II perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Onion rings

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Oven / Kitchen Oven II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

Fuel units

  • Fuel15 without / 5 with the executor’s active Heat Saver perkAvailable crafting inventories

Output per craft

  • Onion rings7 without / 10 with the executor’s active Cook II perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Cook I

Effect

Craft at

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Toast with onions

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Onion · quality 1 × 1 (Available crafting inventories) · Dough × 3 (Available crafting inventories) · Fuel × 15 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Toast with onions × 2 without / 3 with the executor’s active Cook II perk

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Toast with onions

Recipe details

Made at: Kitchen Oven, Kitchen Oven II

Materials: Onion · quality 2 × 1 (Available crafting inventories) · Dough × 3 (Available crafting inventories) · Fuel × 15 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Toast with onions × 4 without / 6 with the executor’s active Cook II perk

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Toast with onions

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Oven / Kitchen Oven II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

Fuel units

  • Fuel15 without / 5 with the executor’s active Heat Saver perkAvailable crafting inventories

Output per craft

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Cook I

Effect

Craft at

Cannot start? Check the full material counts, Green talent branch level 4, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Onion · quality 3 × 1 (Available crafting inventories) · Dough × 3 (Available crafting inventories) · Fuel × 15 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Toast with onions × 7 without / 10 with the executor’s active Cook II perk

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Toast with onions

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Oven / Kitchen Oven II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

Fuel units

  • Fuel15 without / 5 with the executor’s active Heat Saver perkAvailable crafting inventories

Output per craft

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Cook I

Effect

Craft at

Cannot start? Check the full material counts, Green talent branch level 4, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Pumpkin soup

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Pumpkin · quality 1 × 2 (Available crafting inventories) · Jug of Milk × 1 (Available crafting inventories) · Fuel × 20 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Pumpkin soup × 2 without / 4 with the executor’s active Cook II perk

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Pumpkin soup

Recipe details

Made at: Kitchen Oven, Kitchen Oven II

Materials: Pumpkin · quality 2 × 2 (Available crafting inventories) · Jug of Milk × 1 (Available crafting inventories) · Fuel × 20 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Pumpkin soup × 3 without / 6 with the executor’s active Cook II perk

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Pumpkin soup

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Oven / Kitchen Oven II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

  • Pumpkin · quality 22Available crafting inventories
  • Jug of Milk1Available crafting inventories

Fuel units

  • Fuel20 without / 10 with the executor’s active Heat Saver perkAvailable crafting inventories

Output per craft

  • Pumpkin soup3 without / 6 with the executor’s active Cook II perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Cook I

Effect

Craft at

Cannot start? Check the full material counts, Green talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Pumpkin · quality 3 × 2 (Available crafting inventories) · Jug of Milk × 1 (Available crafting inventories) · Fuel × 20 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Pumpkin soup × 4 without / 8 with the executor’s active Cook II perk

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Pumpkin soup

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Oven / Kitchen Oven II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

  • Pumpkin · quality 32Available crafting inventories
  • Jug of Milk1Available crafting inventories

Fuel units

  • Fuel20 without / 10 with the executor’s active Heat Saver perkAvailable crafting inventories

Output per craft

  • Pumpkin soup4 without / 8 with the executor’s active Cook II perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Cook I

Effect

Craft at

Cannot start? Check the full material counts, Green talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Baked pumpkin

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Pumpkin · quality 1 × 2 (Available crafting inventories) · Fuel × 10 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Baked pumpkin × 2 without / 3 with the executor’s active Cook II perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Baked pumpkin

Recipe details

Made at: Kitchen Oven, Kitchen Oven II

Materials: Pumpkin · quality 2 × 2 (Available crafting inventories) · Fuel × 10 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Baked pumpkin × 4 without / 6 with the executor’s active Cook II perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Baked pumpkin

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Oven / Kitchen Oven II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

  • Pumpkin · quality 22Available crafting inventories

Fuel units

  • Fuel10 without / 5 with the executor’s active Heat Saver perkAvailable crafting inventories

Output per craft

  • Baked pumpkin4 without / 6 with the executor’s active Cook II perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Cook I

Effect

Craft at

Cannot start? Check the full material counts, Green talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Pumpkin · quality 3 × 2 (Available crafting inventories) · Fuel × 10 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Baked pumpkin × 7 without / 10 with the executor’s active Cook II perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Baked pumpkin

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Oven / Kitchen Oven II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

  • Pumpkin · quality 32Available crafting inventories

Fuel units

  • Fuel10 without / 5 with the executor’s active Heat Saver perkAvailable crafting inventories

Output per craft

  • Baked pumpkin7 without / 10 with the executor’s active Cook II perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Cook I

Effect

Craft at

Cannot start? Check the full material counts, Green talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Beet × 2 (Available crafting inventories) · Carrot × 2 (Available crafting inventories) · Fuel × 25 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Vegetable soup × 5 without / 7 with the executor’s active Cook II perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Table, Kitchen Table II

Materials: Onion × 2 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Carrot × 2 (Available crafting inventories) · Beet × 2 (Available crafting inventories)

Output per craft: Vegetable salad × 2 without / 4 with the executor’s active Cook perk (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Flesh × 1 (Available crafting inventories) · Salt × 1 (Available crafting inventories) · Fuel × 15 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Baked meat × 2 without / 3 with the executor’s active Cook II perk

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Table, Kitchen Table II

Materials: Cabbage × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Baked meat × 1 (Available crafting inventories) · Bread × 2 (Available crafting inventories)

Output per craft: Sandwich × 4 without / 6 with the executor’s active Cook perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen Table, Kitchen Table II

Materials: Onion × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Minced Meat × 1 (Available crafting inventories) · Bread × 2 (Available crafting inventories)

Output per craft: Burger × 4 without / 6 with the executor’s active Cook perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Minced Meat × 1 (Available crafting inventories) · Dough × 3 (Available crafting inventories) · Fuel × 25 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Lasagna × 4 without / 6 with the executor’s active Cook II perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Brewing Stand

Materials: Red Mushroom × 3 (Available crafting inventories) · Water × 5 (Available crafting inventories) · Fuel × 10 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Soldier's ale × 5

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Brown Mushroom × 4 (Available crafting inventories) · Jug of Milk × 1 (Available crafting inventories) · Fuel × 20 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Soldier's stew × 2 without / 4 with the executor’s active Cook II perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

River fish fillet

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen Table, Kitchen Table II

Materials: Roach / Gudgeon × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

Output per craft: River fish fillet × 1 without / 2 with the executor’s active Fish Filleter perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

River fish fillet

Recipe details

Made at: Kitchen Table, Kitchen Table II

Materials: Crucian / Herring × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

Output per craft: River fish fillet × 2 without / 4 with the executor’s active Fish Filleter perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

River fish fillet

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Table / Kitchen Table II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Actions that unlock this recipe

  • The Quiet ArtComplete this quest; its finish effect grants the hidden recipe-unlock marker.

Materials

  • Crucian / Herring1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Kitchen Table, Kitchen Table II

Materials: Bream / Carp × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

Output per craft: River fish fillet × 3 without / 6 with the executor’s active Fish Filleter perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

River fish fillet

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Table / Kitchen Table II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Actions that unlock this recipe

  • The Quiet ArtComplete this quest; its finish effect grants the hidden recipe-unlock marker.

Materials

  • Bream / Carp1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Kitchen Table, Kitchen Table II

Materials: Pike / Catfish × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

Output per craft: River fish fillet × 4 without / 8 with the executor’s active Fish Filleter perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

River fish fillet

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Table / Kitchen Table II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Actions that unlock this recipe

  • The Quiet ArtComplete this quest; its finish effect grants the hidden recipe-unlock marker.

Materials

  • Pike / Catfish1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Kitchen Oven, Kitchen Oven II

Materials: River fish fillet × 1 (Available crafting inventories) · Seed oil × 1 (Available crafting inventories) · Fuel × 15 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Fish nuggets × 3 without / 5 with the executor’s active Cook II perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Oven, Kitchen Oven II

Materials: River fish fillet × 2 (Available crafting inventories) · Fuel × 15 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Baked fish × 3 without / 5 with the executor’s active Cook II perk

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Sea fish fillet

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen Table, Kitchen Table II

Materials: Anchovy / Mackerel × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

Output per craft: Sea fish fillet × 1 without / 2 with the executor’s active Fish Filleter perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Sea fish fillet

Recipe details

Made at: Kitchen Table, Kitchen Table II

Materials: Tuna / Salmon × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

Output per craft: Sea fish fillet × 2 without / 4 with the executor’s active Fish Filleter perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Sea fish fillet

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Table / Kitchen Table II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Actions that unlock this recipe

  • Fish for the FisherComplete this quest; its finish effect grants the hidden recipe-unlock marker.

Materials

  • Tuna / Salmon1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

Output per craft

  • Sea fish fillet2 without / 4 with the executor’s active Fish Filleter perk

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Kitchen Table, Kitchen Table II

Materials: Eel / Trout × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

Output per craft: Sea fish fillet × 3 without / 6 with the executor’s active Fish Filleter perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Sea fish fillet

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Table / Kitchen Table II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Actions that unlock this recipe

  • Fish for the FisherComplete this quest; its finish effect grants the hidden recipe-unlock marker.

Materials

  • Eel / Trout1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

Output per craft

  • Sea fish fillet3 without / 6 with the executor’s active Fish Filleter perk

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Sea fish fillet × 2 (Available crafting inventories) · Carrot × 2 (Available crafting inventories) · Fuel × 20 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Fish soup × 5 without / 7 with the executor’s active Cook II perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Sea fish fillet × 1 (Available crafting inventories) · Salt × 1 (Available crafting inventories) · Fuel × 15 without / 5 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Baked salmon × 3 without / 5 with the executor’s active Cook II perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Mysterious fish fillet

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen Table, Kitchen Table II

Materials: Goldfish × 1 (Available crafting inventories)

Output per craft: Mysterious fish fillet × 1 without / 2 with the executor’s active Fish Filleter perk

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Mysterious fish fillet

Recipe details

Made at: Kitchen Table, Kitchen Table II

Materials: Silverfin × 1 (Available crafting inventories)

Output per craft: Mysterious fish fillet × 2 without / 4 with the executor’s active Fish Filleter perk

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Mysterious fish fillet

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Table / Kitchen Table II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Actions that unlock this recipe

  • Fish for the FisherComplete this quest; its finish effect grants the hidden recipe-unlock marker.

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Kitchen Table, Kitchen Table II

Materials: Swamp Ghost × 1 (Available crafting inventories)

Output per craft: Mysterious fish fillet × 3 without / 6 with the executor’s active Fish Filleter perk

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Mysterious fish fillet

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Table / Kitchen Table II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Actions that unlock this recipe

  • Fish for the FisherComplete this quest; its finish effect grants the hidden recipe-unlock marker.

Materials

Output per craft

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Mysterious fish fillet × 2 (Available crafting inventories) · Frog × 2 (Available crafting inventories) · Fuel × 20 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Fisherman's pie × 1 without / 2 with the executor’s active Cook II perk

Base progress: 7 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Kraken Jr × 1 (Available crafting inventories) · Salt × 1 (Available crafting inventories) · Fuel × 25 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Kraken steak × 1 without / 2 with the executor’s active Cook II perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Mythic Carp × 1 (Available crafting inventories) · Flour × 1 (Available crafting inventories) · Fuel × 25 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Fried golden carp × 1 without / 2 with the executor’s active Cook II perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Celestial Salmon × 1 (Available crafting inventories) · Seed oil × 1 (Available crafting inventories) · Fuel × 25 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Heavenly salmon × 1 without / 2 with the executor’s active Cook II perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Kitchen Oven, Kitchen Oven II

Materials: Elder Catfish × 1 (Available crafting inventories) · Chicken Egg × 1 (Available crafting inventories) · Fuel × 25 without / 10 with the executor’s active Heat Saver perk (Fuel units) (Available crafting inventories)

Output per craft: Elder's meal × 1 without / 2 with the executor’s active Cook II perk

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Vine Press

Materials: Apple × 6 (Available crafting inventories) · Empty Bottle × 1 (Available crafting inventories)

Output per craft: Apple Juice × 1

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Made at: Vine Press

Materials: Berry × 6 (Available crafting inventories) · Empty Bottle × 1 (Available crafting inventories)

Output per craft: Berry Juice × 1

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Made at: Vine Press

Materials: Blueberry × 6 (Available crafting inventories) · Empty Bottle × 1 (Available crafting inventories)

Output per craft: Blueberry Juice × 1

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Grape Juice

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Vine Press

Materials: Grapes · quality 1 × 6 (Available crafting inventories) · Empty Bottle × 1 (Available crafting inventories)

Output per craft: Grape Juice · quality 1 × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Grape Juice

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Vine Press and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Grapes · quality 16Available crafting inventories
  • Empty Bottle1Available crafting inventories

Output per craft

  • Grape Juice · quality 11

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 10, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Vine Press

Materials: Grapes · quality 2 × 6 (Available crafting inventories) · Empty Bottle × 1 (Available crafting inventories)

Output per craft: Grape Juice · quality 2 × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Grape Juice

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Vine Press and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Grapes · quality 26Available crafting inventories
  • Empty Bottle1Available crafting inventories

Output per craft

  • Grape Juice · quality 21

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 12, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Vine Press

Materials: Grapes · quality 3 × 6 (Available crafting inventories) · Empty Bottle × 1 (Available crafting inventories)

Output per craft: Grape Juice · quality 3 × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Grape Juice

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Vine Press and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Grapes · quality 36Available crafting inventories
  • Empty Bottle1Available crafting inventories

Output per craft

  • Grape Juice · quality 31

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 14, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Fermentation Barrel

Materials: Apple Juice × 1 (Available crafting inventories)

Output per craft: Apple Cider × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Fermentation Barrel

Materials: Berry Juice × 1 (Available crafting inventories)

Output per craft: Berry Cider × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Fermentation Barrel

Materials: Blueberry Juice × 1 (Available crafting inventories)

Output per craft: Blueberry Cider × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Brewing Stand

Materials: Honey × 5 (Available crafting inventories) · Water × 5 (Available crafting inventories) · Fuel × 10 (Fuel units) (Available crafting inventories)

Output per craft: Mead × 5 without / 8 with the executor’s active Brewer perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Brewing Stand

Materials: Hops × 5 (Available crafting inventories) · Water × 5 (Available crafting inventories) · Fuel × 10 (Fuel units) (Available crafting inventories)

Output per craft: Beer × 5 without / 8 with the executor’s active Brewer perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Wine

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Wine Barrel

Materials: Grape Juice · quality 1 × 4 (Available crafting inventories)

Output per craft: Wine · quality 1 × 4 without / 5 with the executor’s active Wine Master perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Wine

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Wine Barrel and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

Technologies that unlock this recipe

Materials

  • Grape Juice · quality 14Available crafting inventories

Output per craft

  • Wine · quality 14 without / 5 with the executor’s active Wine Master perk

Mastery and inspiration

Complete recipe: +1 · Winemaker I

Effect

Craft at

Cannot start? Check the full material counts, Green talent branch level 10, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Made at: Wine Barrel

Materials: Grape Juice · quality 2 × 4 (Available crafting inventories)

Output per craft: Wine · quality 2 × 4 without / 5 with the executor’s active Wine Master perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Wine

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Wine Barrel and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

Technologies that unlock this recipe

Materials

  • Grape Juice · quality 24Available crafting inventories

Output per craft

  • Wine · quality 24 without / 5 with the executor’s active Wine Master perk

Mastery and inspiration

Complete recipe: +1 · Winemaker I

Effect

Craft at

Cannot start? Check the full material counts, Green talent branch level 12, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Wine Barrel

Materials: Grape Juice · quality 3 × 4 (Available crafting inventories)

Output per craft: Wine · quality 3 × 4 without / 5 with the executor’s active Wine Master perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Wine

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Wine Barrel and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

Technologies that unlock this recipe

Materials

  • Grape Juice · quality 34Available crafting inventories

Output per craft

  • Wine · quality 34 without / 5 with the executor’s active Wine Master perk

Mastery and inspiration

Complete recipe: +1 · Winemaker I

Effect

Craft at

Cannot start? Check the full material counts, Green talent branch level 14, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Headstart Fertilizer I

Made at: Formulation Bench

Materials: Peat × 2 (Available crafting inventories) · Weak growth elixir × 1 (Available crafting inventories)

Output per craft: Headstart Fertilizer I × 1 without / 2 with the executor’s active Compost Chemist perk · Headstart Fertilizer I × 1 (Chance: 0% without / 50% with the executor’s active Alchemist perk)

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

  • Headstart Fertilizer I1 without / 2 with the executor’s active Compost Chemist perk
  • Headstart Fertilizer I1Chance: 0% without / 50% with the executor’s active Alchemist perk

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Headstart Fertilizer II

Made at: Formulation Bench

Materials: Peat × 4 (Available crafting inventories) · Rich growth elixir × 1 (Available crafting inventories)

Output per craft: Headstart Fertilizer II × 1 without / 2 with the executor’s active Compost Chemist perk · Headstart Fertilizer II × 1 (Chance: 0% without / 50% with the executor’s active Alchemist perk)

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

  • Headstart Fertilizer II1 without / 2 with the executor’s active Compost Chemist perk
  • Headstart Fertilizer II1Chance: 0% without / 50% with the executor’s active Alchemist perk

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Crop Boosting Fertilizer I

Made at: Formulation Bench

Materials: Peat × 2 (Available crafting inventories) · Dream Dust × 1 (Available crafting inventories)

Output per craft: Crop Boosting Fertilizer I × 1 without / 2 with the executor’s active Compost Chemist perk · Crop Boosting Fertilizer I × 1 (Chance: 0% without / 50% with the executor’s active Alchemist perk)

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Peat2Available crafting inventories
  • Dream Dust1Available crafting inventories

Output per craft

  • Crop Boosting Fertilizer I1 without / 2 with the executor’s active Compost Chemist perk
  • Crop Boosting Fertilizer I1Chance: 0% without / 50% with the executor’s active Alchemist perk

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Farming Fertilizer I

Made at: Formulation Bench

Materials: Peat × 2 (Available crafting inventories) · Weak growth elixir × 1 (Available crafting inventories)

Output per craft: Farming Fertilizer I × 1 without / 2 with the executor’s active Compost Chemist perk · Farming Fertilizer I × 1 (Chance: 0% without / 50% with the executor’s active Alchemist perk)

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

  • Farming Fertilizer I1 without / 2 with the executor’s active Compost Chemist perk
  • Farming Fertilizer I1Chance: 0% without / 50% with the executor’s active Alchemist perk

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Farming Fertilizer II

Made at: Formulation Bench

Materials: Peat × 4 (Available crafting inventories) · Rich growth elixir × 1 (Available crafting inventories)

Output per craft: Farming Fertilizer II × 1 without / 2 with the executor’s active Compost Chemist perk · Farming Fertilizer II × 1 (Chance: 0% without / 50% with the executor’s active Alchemist perk)

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

  • Farming Fertilizer II1 without / 2 with the executor’s active Compost Chemist perk
  • Farming Fertilizer II1Chance: 0% without / 50% with the executor’s active Alchemist perk

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Farming Fertilizer III

Made at: Formulation Bench

Materials: Peat × 8 (Available crafting inventories) · Miracle growth elixir × 1 (Available crafting inventories)

Output per craft: Farming Fertilizer III × 1 without / 2 with the executor’s active Compost Chemist perk · Farming Fertilizer III × 1 (Chance: 0% without / 50% with the executor’s active Alchemist perk)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

  • Farming Fertilizer III1 without / 2 with the executor’s active Compost Chemist perk
  • Farming Fertilizer III1Chance: 0% without / 50% with the executor’s active Alchemist perk

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 4, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Board × 2 (Available crafting inventories) · Stick × 2 (Available crafting inventories)

Output per craft: Wooden Sign × 1

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Wooden Plank × 2 (Available crafting inventories) · Bronze Nails × 2 (Available crafting inventories)

Output per craft: Wooden Cross I × 1

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Wooden Plank × 2 (Available crafting inventories) · Iron Nails × 2 (Available crafting inventories)

Output per craft: Wooden Cross II × 1

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Stonemason's Workbench

Materials: Polished Stone × 3 (Available crafting inventories)

Output per craft: Gravestone I × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Stonemason's Workbench

Materials: Carved Stone × 2 (Available crafting inventories) · Iron Detail × 2 (Available crafting inventories)

Output per craft: Gravestone II × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Stonemason's Workbench

Materials: Polished Marble × 3 (Available crafting inventories)

Output per craft: Marble Cross I × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Stonemason's Workbench

Materials: Carved Marble × 2 (Available crafting inventories) · Advanced Detail × 2 (Available crafting inventories)

Output per craft: Marble Cross II × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Wooden Plank × 2 (Available crafting inventories) · Bronze Nails × 2 (Available crafting inventories)

Output per craft: Wooden Fence I × 1

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Wooden Plank × 2 (Available crafting inventories) · Iron Nails × 2 (Available crafting inventories)

Output per craft: Wooden Fence II × 1

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Stonemason's Workbench

Materials: Polished Stone × 3 (Available crafting inventories)

Output per craft: Stone Fence I × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Stonemason's Workbench

Materials: Carved Stone × 4 (Available crafting inventories) · Iron Detail × 2 (Available crafting inventories)

Output per craft: Stone Fence II × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Stonemason's Workbench

Materials: Polished Marble × 5 (Available crafting inventories)

Output per craft: Marble Fence I × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Stonemason's Workbench

Materials: Carved Marble × 4 (Available crafting inventories) · Advanced Detail × 2 (Available crafting inventories)

Output per craft: Marble Fence II × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Prayer for Protection

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Prayer for Protection × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Blank Softcover Notebook1Available crafting inventories
  • Ink1Available crafting inventories
  • Story · quality 21Available crafting inventories

Output per craft

  • Prayer for Protection1Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.

Mastery and inspiration

Complete recipe: +1 · Prayer Writer I

Effect

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, level 10, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Prayer for Imagination

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Prayer for Imagination × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Blank Softcover Notebook1Available crafting inventories
  • Ink1Available crafting inventories
  • Story · quality 21Available crafting inventories

Output per craft

  • Prayer for Imagination1Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.

Mastery and inspiration

Complete recipe: +1 · Prayer Writer I

Effect

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, level 10, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Prayer for Insanity

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Prayer for Insanity × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Blank Softcover Notebook1Available crafting inventories
  • Ink1Available crafting inventories
  • Story · quality 21Available crafting inventories

Output per craft

  • Prayer for Insanity1Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.

Mastery and inspiration

Complete recipe: +1 · Prayer Writer I

Effect

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, level 10, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Prayer for Prosperity

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Prayer for Prosperity × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Blank Softcover Notebook1Available crafting inventories
  • Ink1Available crafting inventories
  • Story · quality 21Available crafting inventories

Output per craft

  • Prayer for Prosperity1Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.

Mastery and inspiration

Complete recipe: +1 · Prayer Writer I

Effect

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, level 12, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Prayer for Purity

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Prayer for Purity × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Blank Softcover Notebook1Available crafting inventories
  • Ink1Available crafting inventories
  • Story · quality 21Available crafting inventories

Output per craft

  • Prayer for Purity1Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.

Mastery and inspiration

Complete recipe: +1 · Prayer Writer I

Effect

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, level 12, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Prayer for Consumption

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Prayer for Consumption × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Blank Softcover Notebook1Available crafting inventories
  • Ink1Available crafting inventories
  • Story · quality 21Available crafting inventories

Output per craft

  • Prayer for Consumption1Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.

Mastery and inspiration

Complete recipe: +1 · Prayer Writer I

Effect

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, level 14, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Prayer for Demand

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Prayer for Demand × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Blank Softcover Notebook1Available crafting inventories
  • Ink1Available crafting inventories
  • Story · quality 21Available crafting inventories

Output per craft

  • Prayer for Demand1Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.

Mastery and inspiration

Complete recipe: +1 · Prayer Writer I

Effect

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, level 14, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Prayer for Speed × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Prayer for Obedience

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Prayer for Obedience × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Blank Softcover Notebook1Available crafting inventories
  • Ink1Available crafting inventories
  • Story · quality 21Available crafting inventories

Output per craft

  • Prayer for Obedience1Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.

Mastery and inspiration

Complete recipe: +1 · Prayer Writer I

Effect

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, level 16, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Prayer for Repentance

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Prayer for Repentance × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Blank Softcover Notebook1Available crafting inventories
  • Ink1Available crafting inventories
  • Story · quality 21Available crafting inventories

Output per craft

  • Prayer for Repentance1Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.

Mastery and inspiration

Complete recipe: +1 · Prayer Writer I

Effect

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, level 12, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Prayer for Music × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Basic Prayer

Made at: Writing Desk

Materials: Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Clean Paper × 3 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Basic Prayer × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Writing Desk and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Story1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Story · quality 1
    • Story · quality 2
    • Story · quality 3
  • Clean Paper3Available crafting inventories
  • Ink1Available crafting inventories

Output per craft

  • Basic Prayer1Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.

Mastery and inspiration

Complete recipe: +1 · Prayer Writer I

Effect

Craft at

Tool for the work action

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, Yellow talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Faith Prayer

Made at: Writing Desk

Materials: Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Clean Paper × 3 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Faith Prayer × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Writing Desk and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Story1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Story · quality 1
    • Story · quality 2
    • Story · quality 3
  • Clean Paper3Available crafting inventories
  • Ink1Available crafting inventories

Output per craft

  • Faith Prayer1Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.

Mastery and inspiration

Complete recipe: +1 · Prayer Writer I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Yellow talent branch level 8, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Unlocked by(1)

Money Prayer

Made at: Writing Desk

Materials: Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Clean Paper × 3 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Money Prayer × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Writing Desk and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Story1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Story · quality 1
    • Story · quality 2
    • Story · quality 3
  • Clean Paper3Available crafting inventories
  • Ink1Available crafting inventories

Output per craft

  • Money Prayer1Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.

Mastery and inspiration

Complete recipe: +1 · Prayer Writer I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Yellow talent branch level 8, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Unlocked by(1)

Made at: Writing Desk

Materials: Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Combo Prayer × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Writing Desk

Materials: Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Combat Prayer × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Writing Desk

Materials: Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Harvest Prayer × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Writing Desk

Materials: Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Prayer for Repose × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Writing Desk

Materials: Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Prayer for Excellence × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Writing Desk

Materials: Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Prayer for Storms × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Writing Desk

Materials: Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Blank Hardcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Prayer for Likes × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Writing Desk

Materials: Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Blank Hardcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Hypno Prayer × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Writing Desk

Materials: Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Blank Hardcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Prayer for Old God × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Made at: Formulation Bench

Materials: Beeswax × 2 (Available crafting inventories) · Flax Thread × 1 (Available crafting inventories)

Output per craft: Simple Candle × 1 · Simple Candle × 1 (Chance: 0% without / 80% with the executor’s active Alchemist perk)

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Formulation Bench

Materials: Beeswax × 3 (Available crafting inventories) · Flax Thread × 1 (Available crafting inventories)

Output per craft: Pretty Candle × 1 · Pretty Candle × 1 (Chance: 0% without / 60% with the executor’s active Alchemist perk)

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Formulation Bench

Materials: Beeswax × 4 (Available crafting inventories) · Flax Thread × 1 (Available crafting inventories)

Output per craft: Magnificent Candle × 1 · Magnificent Candle × 1 (Chance: 0% without / 40% with the executor’s active Alchemist perk)

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Formulation Bench

Materials: Melted Fat × 1 (Available crafting inventories) · Fragrance × 1 (Available crafting inventories)

Output per craft: Simple Incense × 1 · Simple Incense × 1 (Chance: 0% without / 60% with the executor’s active Alchemist perk)

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Formulation Bench

Materials: Melted Fat × 1 (Available crafting inventories) · Fragrance × 1 (Available crafting inventories) · Dream Dust × 1 (Available crafting inventories)

Output per craft: Fancy Incense × 1 · Fancy Incense × 1 (Chance: 0% without / 40% with the executor’s active Alchemist perk)

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Sewing Table

Materials: Flax × 12 (Available crafting inventories)

Output per craft: Carpet × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Writing Desk

Materials: Clean Paper × 2 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Music Notes × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 2 (Available crafting inventories) · Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

Output per craft: Written Softcover Book × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Written Hardcover Book

Materials: Blank Hardcover Notebook × 1 (Available crafting inventories) · Ink × 3 (Available crafting inventories) · Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

Output per craft: Written Hardcover Book × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Blank Hardcover Notebook1Available crafting inventories
  • Ink3Available crafting inventories
  • Story1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Story · quality 1
    • Story · quality 2
    • Story · quality 3

Output per craft

  • Written Hardcover Book1Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.

Mastery and inspiration

Complete recipe: +1 · Book Maker I

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, level 4, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Newspaper

Materials: Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Clean Paper × 3 (Available crafting inventories)

Output per craft: Newspaper × 3 without / 4 with the executor’s active Paper maker perk (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

  • Story1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Story · quality 1
    • Story · quality 2
    • Story · quality 3
  • Clean Paper3Available crafting inventories

Output per craft

  • Newspaper3 without / 4 with the executor’s active Paper maker perkQuality depends on the successful crafting result. These quantities do not guarantee a particular quality.

Mastery and inspiration

Complete recipe: +1 · Master Printer I

Effect

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Writing Desk

Materials: Skin × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

Output per craft: Leather Scroll × 4 without / 6 with the executor’s active Paper maker perk

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Clean Paper

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Writing Desk

Materials: Leather Scroll × 1 (Available crafting inventories)

Output per craft: Clean Paper × 6 without / 10 with the executor’s active Paper maker perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Clean Paper

Recipe details

Made at: Paper Press

Materials: Paper glop × 1 (Available crafting inventories)

Output per craft: Clean Paper × 20 without / 30 with the executor’s active Paper maker perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Clean Paper

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Paper Press and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

  • Clean Paper20 without / 30 with the executor’s active Paper maker perk

Mastery and inspiration

Complete recipe: +1 · Stationery I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Yellow talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Paper glop

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Formulation Bench

Materials: Water × 1 (Available crafting inventories) · Flax × 12 (Available crafting inventories)

Output per craft: Paper glop × 3

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Paper glop

Recipe details

Made at: Formulation Bench

Materials: Water × 1 (Available crafting inventories) · Wheat × 12 (Available crafting inventories)

Output per craft: Paper glop × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Paper glop

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Water1Available crafting inventories
  • Wheat12Available crafting inventories

Output per craft

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 2, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Ink

Made at: Writing Desk

Materials: Ash × 1 (Available crafting inventories) · Water × 1 (Available crafting inventories) · Melted Fat × 1 (Available crafting inventories)

Output per craft: Ink × 4

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Writing Desk

Materials: Faith × 3 (Available crafting inventories) · Clean Paper × 2 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Story × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: -1; this is not the total cost.

Improve story I

Made at: Writing Desk

Materials: Story · quality 1 × 2 (Available crafting inventories)

Output per craft: Story · quality 2 × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: -1; this is not the total cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Writing Desk and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Story · quality 12Available crafting inventories

Output per craft

  • Story · quality 21

Mastery and inspiration

Complete recipe: +1 · Story Hoarder I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Yellow talent branch level 7, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: -1; this is not the total cost.

Unlocked by(1)

Improve story II

Made at: Writing Desk

Materials: Story · quality 2 × 2 (Available crafting inventories)

Output per craft: Story · quality 3 × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: -1; this is not the total cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Writing Desk and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Story · quality 22Available crafting inventories

Output per craft

  • Story · quality 31

Mastery and inspiration

Complete recipe: +1 · Story Hoarder I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Yellow talent branch level 8, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: -1; this is not the total cost.

Unlocked by(1)

Made at: Writing Desk

Materials: Leather Scroll × 1 (Available crafting inventories) · Clean Paper × 4 (Available crafting inventories)

Output per craft: Blank Softcover Notebook × 2

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Printing Press

Materials: Blank Softcover Notebook × 2 (Available crafting inventories) · Golden ingot × 1 (Available crafting inventories)

Output per craft: Blank Hardcover Notebook × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Writing Desk

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 1 × 1 (Available crafting inventories)

Output per craft: Primer × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Writing Desk

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Dictionary × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Printing Press

Materials: Blank Hardcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 3 × 1 (Available crafting inventories)

Output per craft: Glossary × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Writing Desk

Materials: Alchemy Flasks I × 1 (Available crafting inventories) · Clean Paper × 5 (Available crafting inventories) · Ink × 1 (Available crafting inventories)

Output per craft: Science Kit I × 3

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Writing Desk

Materials: Alchemy Flasks II × 1 (Available crafting inventories) · Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 2 (Available crafting inventories)

Output per craft: Science Kit II × 3

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Printing Press

Materials: Story × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Clean Paper × 10 (Available crafting inventories)

Output per craft: Newspaper × 20 without / 30 with the executor’s active Paper maker perk (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Improve newspaper I

Made at: Printing Press

Materials: Newspaper · quality 1 × 20 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Newspaper · quality 2 × 20 without / 30 with the executor’s active Paper maker perk

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Printing Press and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Newspaper · quality 120Available crafting inventories
  • Story · quality 21Available crafting inventories

Output per craft

  • Newspaper · quality 220 without / 30 with the executor’s active Paper maker perk

Mastery and inspiration

Complete recipe: +1 · Master Printer I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Yellow talent branch level 9, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Improve newspaper II

Made at: Printing Press

Materials: Newspaper · quality 2 × 20 (Available crafting inventories) · Story · quality 3 × 1 (Available crafting inventories)

Output per craft: Newspaper · quality 3 × 20 without / 30 with the executor’s active Paper maker perk

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Printing Press and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Newspaper · quality 220Available crafting inventories
  • Story · quality 31Available crafting inventories

Output per craft

  • Newspaper · quality 320 without / 30 with the executor’s active Paper maker perk

Mastery and inspiration

Complete recipe: +1 · Master Printer I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Yellow talent branch level 10, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Unlocked by(1)

Made at: Printing Press

Materials: Clean Paper × 10 (Available crafting inventories) · Paint × 1 (Available crafting inventories)

Output per craft: Printed Money × 10

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Printing Press

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 2 (Available crafting inventories) · Story · quality 3 × 1 (Available crafting inventories)

Output per craft: Printed Poetry × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Jewelry Table

Materials: Bronze Detail × 2 (Available crafting inventories)

Output per craft: Bronze Talisman × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Jewelry Table

Materials: Advanced Detail × 2 (Available crafting inventories) · Glass × 1 (Available crafting inventories)

Output per craft: Silver Talisman × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Jewelry Table

Materials: Golden ingot × 2 (Available crafting inventories) · Glass × 2 (Available crafting inventories) · Gem × 1 (Available crafting inventories)

Output per craft: Golden Talisman × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Jewelry Table

Materials: Golden ingot × 1 (Available crafting inventories)

Output per craft: Precious Trinkets × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Jewelry Table

Materials: Precious Trinkets × 1 (Available crafting inventories) · Gem × 1 (Available crafting inventories)

Output per craft: Fine Jewelry × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Printing Press

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Red Techbook × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Printing Press

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Green Techbook × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Printing Press

Materials: Blank Softcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 2 × 1 (Available crafting inventories)

Output per craft: Blue Techbook × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Printing Press

Materials: Blank Hardcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 3 × 1 (Available crafting inventories)

Output per craft: Red Techbook II × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Printing Press

Materials: Blank Hardcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 3 × 1 (Available crafting inventories)

Output per craft: Green Techbook II × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Printing Press

Materials: Blank Hardcover Notebook × 1 (Available crafting inventories) · Ink × 1 (Available crafting inventories) · Story · quality 3 × 1 (Available crafting inventories)

Output per craft: Blue Techbook II × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Melted Fat

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Distillation Cube

Materials: Fat × 1 (Available crafting inventories) · Clay Plate × 2 (Available crafting inventories) · Fuel × 20 (Fuel units) (Available crafting inventories)

Output per craft: Melted Fat × 4 without / 7 with the executor’s active Cube distillations perk

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Melted Fat

Recipe details

Made at: Distillation Cube

Materials: Seed oil × 3 (Available crafting inventories) · Clay Plate × 2 (Available crafting inventories) · Fuel × 20 (Fuel units) (Available crafting inventories)

Output per craft: Melted Fat × 3 without / 5 with the executor’s active Cube distillations perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Melted Fat

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Distillation Cube and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

Technologies that unlock this recipe

Materials

Fuel units

  • Fuel20Available crafting inventories

Output per craft

  • Melted Fat3 without / 5 with the executor’s active Cube distillations perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Distiller I

Effect

Craft at

Cannot start? Check the full material counts, Blue talent branch level 1, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Alcohol

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Distillation Cube

Materials: Wine × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Clay Urn × 2 (Available crafting inventories) · Fuel × 20 (Fuel units) (Available crafting inventories)

Output per craft: Alcohol × 4 without / 7 with the executor’s active Cube distillations perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Alcohol

Recipe details

Made at: Distillation Cube

Materials: Berry Cider × 1 (Available crafting inventories) · Clay Urn × 2 (Available crafting inventories) · Fuel × 20 (Fuel units) (Available crafting inventories)

Output per craft: Alcohol × 1 without / 2 with the executor’s active Cube distillations perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Alcohol

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Distillation Cube and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

Fuel units

  • Fuel20Available crafting inventories

Output per craft

  • Alcohol1 without / 2 with the executor’s active Cube distillations perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Distiller I

Effect

Craft at

Cannot start? Check the full material counts, Blue talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Distillation Cube

Materials: Blueberry Cider × 1 (Available crafting inventories) · Clay Urn × 2 (Available crafting inventories) · Fuel × 20 (Fuel units) (Available crafting inventories)

Output per craft: Alcohol × 2 without / 3 with the executor’s active Cube distillations perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Alcohol

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Distillation Cube and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

Fuel units

  • Fuel20Available crafting inventories

Output per craft

  • Alcohol2 without / 3 with the executor’s active Cube distillations perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Distiller I

Effect

Craft at

Cannot start? Check the full material counts, Blue talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Distillation Cube

Materials: Apple Cider × 1 (Available crafting inventories) · Clay Urn × 2 (Available crafting inventories) · Fuel × 20 (Fuel units) (Available crafting inventories)

Output per craft: Alcohol × 1 without / 2 with the executor’s active Cube distillations perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Alcohol

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Distillation Cube and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

Fuel units

  • Fuel20Available crafting inventories

Output per craft

  • Alcohol1 without / 2 with the executor’s active Cube distillations perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Distiller I

Effect

Craft at

Cannot start? Check the full material counts, Blue talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Distillation Cube

Materials: Mead × 1 (Available crafting inventories) · Clay Urn × 2 (Available crafting inventories) · Fuel × 20 (Fuel units) (Available crafting inventories)

Output per craft: Alcohol × 1 without / 2 with the executor’s active Cube distillations perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Alcohol

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Distillation Cube and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

  • Mead1Available crafting inventories
  • Clay Urn2Available crafting inventories

Fuel units

  • Fuel20Available crafting inventories

Output per craft

  • Alcohol1 without / 2 with the executor’s active Cube distillations perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Distiller I

Effect

Craft at

Cannot start? Check the full material counts, Blue talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Distillation Cube

Materials: Beer × 1 (Available crafting inventories) · Clay Urn × 2 (Available crafting inventories) · Fuel × 20 (Fuel units) (Available crafting inventories)

Output per craft: Alcohol × 2 without / 3 with the executor’s active Cube distillations perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

View records (1)

Alcohol

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Distillation Cube and select this recipe. If it is missing, check the recipe unlocks below.
  3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
  4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

1 required recipe-unlock marker(s) are initially hidden. No verified literal craft/quest finish trigger was found in the inspected configuration; the dialogue or scene unlock route remains unbound. A listed hidden marker is not a technology you can assume is purchasable. If the recipe is absent, check the related story/cooking progress before preparing a batch.

Materials

  • Beer1Available crafting inventories
  • Clay Urn2Available crafting inventories

Fuel units

  • Fuel20Available crafting inventories

Output per craft

  • Alcohol2 without / 3 with the executor’s active Cube distillations perk

Mastery and inspiration

Complete recipe: +1 · Firelord I

Complete recipe: +1 · Distiller I

Effect

Craft at

Cannot start? Check the full material counts, Blue talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

Made at: Distillation Cube

Materials: Rhododendron × 2 (Available crafting inventories) · Clay Urn × 2 (Available crafting inventories) · Fuel × 20 (Fuel units) (Available crafting inventories)

Output per craft: Fragrance × 3 without / 5 with the executor’s active Cube distillations perk

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Formulation Bench

Materials: Ash × 3 (Available crafting inventories) · Clay Urn × 1 (Available crafting inventories)

Output per craft: Urn with Ashes I × 1

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Formulation Bench

Materials: Ash × 3 (Available crafting inventories) · Clay Urn × 1 (Available crafting inventories) · Polished Marble × 1 (Available crafting inventories)

Output per craft: Urn with Ashes II × 1

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Formulation Bench

Materials: Skull × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

Output per craft: Tooth × 1

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.2; this is not the total cost.

Made at: Jewelry Table

Materials: Bronze Ingot × 1 (Available crafting inventories) · Blue Crystal × 1 (Available crafting inventories) · Faith × 3 (Available crafting inventories)

Output per craft: Bronze Zombie Collar × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Made at: Jewelry Table

Materials: Golden ingot × 1 (Available crafting inventories) · Blue Crystal × 1 (Available crafting inventories) · Faith × 5 (Available crafting inventories)

Output per craft: Golden Zombie Collar × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Made at: Jewelry Table

Materials: Steel Ingot × 1 (Available crafting inventories) · Blue Crystal × 1 (Available crafting inventories) · Faith × 10 (Available crafting inventories)

Output per craft: Steel Zombie Collar × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Made at: Jewelry Table

Materials: Bronze Detail × 2 (Available crafting inventories) · Leather Scroll × 1 (Available crafting inventories)

Output per craft: Butcher's Kit × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Jewelry Table

Materials: Iron Ingot × 1 (Available crafting inventories) · Leather Scroll × 2 (Available crafting inventories)

Output per craft: Surgeon's Kit × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Jewelry Table

Materials: Steel Ingot × 1 (Available crafting inventories) · Leather Scroll × 3 (Available crafting inventories)

Output per craft: Master Surgeon's Kit × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Jewelry Table

Materials: Polished Bronze × 1 (Available crafting inventories) · Glass × 3 (Available crafting inventories)

Output per craft: Starter Alchemist's Kit × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Jewelry Table

Materials: Iron Ingot × 1 (Available crafting inventories) · Alchemy Flasks I × 2 (Available crafting inventories)

Output per craft: Alchemist's Kit × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Jewelry Table

Materials: Golden ingot × 1 (Available crafting inventories) · Alchemy Flasks II × 1 (Available crafting inventories)

Output per craft: Good Alchemist's kit × 1

Base progress: 16 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Furnace I, Furnace II

Materials: Glass × 2 (Available crafting inventories) · Fuel × 10 (Fuel units) (Available crafting inventories)

Output per craft: Alchemy Flasks I × 2 without / 3 with the player’s active Glassworker perk

Base progress: 9 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Furnace I, Furnace II

Materials: Alchemy Flasks I × 3 (Available crafting inventories) · Fuel × 10 (Fuel units) (Available crafting inventories)

Output per craft: Alchemy Flasks II × 1 · Alchemy Flasks II × 1 (Chance: 0% without / 50% with the executor’s active Glassworker perk)

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Made at: Formulation Bench

Materials: Melted Fat × 1 (Available crafting inventories) · Preservative × 1 (Available crafting inventories)

Output per craft: Solution for Corpses × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.) · Solution for Corpses × 1 (Chance: 0% without / 40% with the executor’s active Alchemist perk) (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Formulation Bench

Materials: Alcohol × 1 (Available crafting inventories) · Preservative × 1 (Available crafting inventories)

Output per craft: Solution for Zombies × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.) · Solution for Zombies × 1 (Chance: 0% without / 40% with the executor’s active Alchemist perk) (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Formulation Bench

Materials: Melted Fat × 1 (Available crafting inventories) · Preservative × 1 (Available crafting inventories) · Comet's Tail × 1 (Available crafting inventories)

Output per craft: Injection for Corpses × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.) · Injection for Corpses × 1 (Chance: 0% without / 40% with the executor’s active Alchemist perk) (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Formulation Bench

Materials: Alcohol × 1 (Available crafting inventories) · Preservative × 1 (Available crafting inventories) · Comet's Tail × 1 (Available crafting inventories)

Output per craft: Injection for Zombies × 1 (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.) · Injection for Zombies × 1 (Chance: 0% without / 40% with the executor’s active Alchemist perk) (Quality depends on the successful crafting result. These quantities do not guarantee a particular quality.)

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Food enhancement I

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen Table, Kitchen Table II

Materials: Bowl of sauerkraut · quality 1 × 1 (Available crafting inventories) · Spices × 1 (Available crafting inventories)

Output per craft: Bowl of sauerkraut · quality 2 × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Food enhancement I

Recipe details

Made at: Kitchen Table, Kitchen Table II

Materials: Vegetable salad · quality 1 × 1 (Available crafting inventories) · Spices × 1 (Available crafting inventories)

Output per craft: Vegetable salad · quality 2 × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Food enhancement I

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Table / Kitchen Table II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Vegetable salad · quality 11Available crafting inventories
  • Spices1Available crafting inventories

Output per craft

  • Vegetable salad · quality 21

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 4, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Food enhancement II

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen Table, Kitchen Table II

Materials: Bowl of sauerkraut · quality 2 × 1 (Available crafting inventories) · Umami × 1 (Available crafting inventories)

Output per craft: Bowl of sauerkraut · quality 3 × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Food enhancement II

Recipe details

Made at: Kitchen Table, Kitchen Table II

Materials: Vegetable salad · quality 2 × 1 (Available crafting inventories) · Umami × 1 (Available crafting inventories)

Output per craft: Vegetable salad · quality 3 × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Food enhancement II

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Table / Kitchen Table II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Vegetable salad · quality 21Available crafting inventories
  • Umami1Available crafting inventories

Output per craft

  • Vegetable salad · quality 31

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Drink enhancement I

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen Table, Kitchen Table II

Materials: Wine · quality 1 × 1 (Available crafting inventories) · Spices × 1 (Available crafting inventories)

Output per craft: Wine · quality 2 × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Drink enhancement I

Recipe details

Made at: Kitchen Table, Kitchen Table II

Materials: Grape Juice · quality 1 × 1 (Available crafting inventories) · Spices × 1 (Available crafting inventories)

Output per craft: Grape Juice · quality 2 × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Drink enhancement I

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Table / Kitchen Table II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Grape Juice · quality 11Available crafting inventories
  • Spices1Available crafting inventories

Output per craft

  • Grape Juice · quality 21

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 4, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Drink enhancement II

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Kitchen Table, Kitchen Table II

Materials: Wine · quality 2 × 1 (Available crafting inventories) · Umami × 1 (Available crafting inventories)

Output per craft: Wine · quality 3 × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Drink enhancement II

Recipe details

Made at: Kitchen Table, Kitchen Table II

Materials: Grape Juice · quality 2 × 1 (Available crafting inventories) · Umami × 1 (Available crafting inventories)

Output per craft: Grape Juice · quality 3 × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Drink enhancement II

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Kitchen Table / Kitchen Table II and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Grape Juice · quality 21Available crafting inventories
  • Umami1Available crafting inventories

Output per craft

  • Grape Juice · quality 31

Mastery and inspiration

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Green talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Gold transmutation

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Formulation Bench

Materials: Iron Ore × 1 (Available crafting inventories) · Philosopher Stone × 1 (Available crafting inventories)

Output per craft: Golden nugget × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Gold transmutation

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

Output per craft

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 6, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Formulation Bench

Materials: Iron Ingot × 1 (Available crafting inventories) · Philosopher Stone × 1 (Available crafting inventories)

Output per craft: Golden ingot × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Gold transmutation

Recipe details

Improve organ II Red Skulls

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Formulation Bench

Materials: Skin × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Organ Improver Red Skulls × 1 (Available crafting inventories)

Output per craft: Skin · quality 3 × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

View records (1)

Improve organ II Red Skulls

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Skin1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Skin · quality 1
    • Skin · quality 1
    • Skin · quality 2
    • Skin · quality 2
    • Skin · quality 3
    • Skin · quality 3
  • Organ Improver Red Skulls1Available crafting inventories

Output per craft

  • Skin · quality 31

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Made at: Formulation Bench

Materials: Bones × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Organ Improver Red Skulls × 1 (Available crafting inventories)

Output per craft: Bones · quality 3 × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

View records (1)

Improve organ II Red Skulls

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Bones1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Bones · quality 1
    • Bones · quality 1
    • Bones · quality 2
    • Bones · quality 2
    • Bones · quality 3
    • Bones · quality 3
  • Organ Improver Red Skulls1Available crafting inventories

Output per craft

  • Bones · quality 31

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Made at: Formulation Bench

Materials: Skull × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Organ Improver Red Skulls × 1 (Available crafting inventories)

Output per craft: Skull · quality 3 × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

View records (1)

Improve organ II Red Skulls

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Skull1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Skull · quality 1
    • Skull · quality 1
    • Skull · quality 2
    • Skull · quality 2
    • Skull · quality 3
    • Skull · quality 3
  • Organ Improver Red Skulls1Available crafting inventories

Output per craft

  • Skull · quality 31

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Made at: Formulation Bench

Materials: Heart × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Organ Improver Red Skulls × 1 (Available crafting inventories)

Output per craft: Heart · quality 3 × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

View records (1)

Improve organ II Red Skulls

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Heart1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Heart · quality 1
    • Heart · quality 1
    • Heart · quality 2
    • Heart · quality 2
    • Heart · quality 3
    • Heart · quality 3
  • Organ Improver Red Skulls1Available crafting inventories

Output per craft

  • Heart · quality 31

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 7, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Made at: Formulation Bench

Materials: Brain × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Organ Improver Red Skulls × 1 (Available crafting inventories)

Output per craft: Brain · quality 3 × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

View records (1)

Improve organ II Red Skulls

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Brain1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Brain · quality 1
    • Brain · quality 1
    • Brain · quality 2
    • Brain · quality 2
    • Brain · quality 3
    • Brain · quality 3
  • Organ Improver Red Skulls1Available crafting inventories

Output per craft

  • Brain · quality 31

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 7, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Made at: Formulation Bench

Materials: Guts × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Organ Improver Red Skulls × 1 (Available crafting inventories)

Output per craft: Guts · quality 3 × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

View records (1)

Improve organ II Red Skulls

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Guts1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Guts · quality 1
    • Guts · quality 1
    • Guts · quality 2
    • Guts · quality 2
    • Guts · quality 3
    • Guts · quality 3
  • Organ Improver Red Skulls1Available crafting inventories

Output per craft

  • Guts · quality 31

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 7, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Improve organ I White Skulls

Compare the recorded materials and results below. Each recipe keeps its own details.

Made at: Formulation Bench

Materials: Skin × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Organ Improver White Skulls × 1 (Available crafting inventories)

Output per craft: Skin · quality 3 × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

View records (1)

Improve organ I White Skulls

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Skin1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Skin · quality 1
    • Skin · quality 1
    • Skin · quality 2
    • Skin · quality 2
    • Skin · quality 3
    • Skin · quality 3
  • Organ Improver White Skulls1Available crafting inventories

Output per craft

  • Skin · quality 31

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Made at: Formulation Bench

Materials: Bones × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Organ Improver White Skulls × 1 (Available crafting inventories)

Output per craft: Bones · quality 3 × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

View records (1)

Improve organ I White Skulls

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Bones1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Bones · quality 1
    • Bones · quality 1
    • Bones · quality 2
    • Bones · quality 2
    • Bones · quality 3
    • Bones · quality 3
  • Organ Improver White Skulls1Available crafting inventories

Output per craft

  • Bones · quality 31

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Made at: Formulation Bench

Materials: Skull × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Organ Improver White Skulls × 1 (Available crafting inventories)

Output per craft: Skull · quality 3 × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

View records (1)

Improve organ I White Skulls

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Skull1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Skull · quality 1
    • Skull · quality 1
    • Skull · quality 2
    • Skull · quality 2
    • Skull · quality 3
    • Skull · quality 3
  • Organ Improver White Skulls1Available crafting inventories

Output per craft

  • Skull · quality 31

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 5, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Made at: Formulation Bench

Materials: Heart × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Organ Improver White Skulls × 1 (Available crafting inventories)

Output per craft: Heart · quality 3 × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

View records (1)

Improve organ I White Skulls

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Heart1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Heart · quality 1
    • Heart · quality 1
    • Heart · quality 2
    • Heart · quality 2
    • Heart · quality 3
    • Heart · quality 3
  • Organ Improver White Skulls1Available crafting inventories

Output per craft

  • Heart · quality 31

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 7, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Made at: Formulation Bench

Materials: Brain × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Organ Improver White Skulls × 1 (Available crafting inventories)

Output per craft: Brain · quality 3 × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

View records (1)

Improve organ I White Skulls

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Brain1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Brain · quality 1
    • Brain · quality 1
    • Brain · quality 2
    • Brain · quality 2
    • Brain · quality 3
    • Brain · quality 3
  • Organ Improver White Skulls1Available crafting inventories

Output per craft

  • Brain · quality 31

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 7, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Made at: Formulation Bench

Materials: Guts × 1 (Available crafting inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Organ Improver White Skulls × 1 (Available crafting inventories)

Output per craft: Guts · quality 3 × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

View records (1)

Improve organ I White Skulls

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Formulation Bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Technologies that unlock this recipe

Materials

  • Guts1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available crafting inventories

    Eligible alternatives (choose one):

    • Guts · quality 1
    • Guts · quality 1
    • Guts · quality 2
    • Guts · quality 2
    • Guts · quality 3
    • Guts · quality 3
  • Organ Improver White Skulls1Available crafting inventories

Output per craft

  • Guts · quality 31

Mastery and inspiration

Complete recipe: +1 · Formula Master I

Effect

Craft at

Tool for the work action

Cannot start? Check the full material counts, Blue talent branch level 7, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Configured insanity change per progress: 0.15; this is not the total cost.

Made at: Formulation Bench

Materials: Explosive Dust × 2 (Available crafting inventories) · Alcohol × 1 (Available crafting inventories)

Output per craft: Dynamite × 1 · Dynamite × 1 (Chance: 0% without / 50% with the player’s active Alchemist perk)

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Materials: Alcohol × 1 (Available crafting inventories) · Glue × 1 (Available crafting inventories)

Output per craft: Tannin Liquid × 1 · Tannin Liquid × 1 (Chance: 0% without / 40% with the player’s active Alchemist perk)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Materials: Alcohol × 1 (Available crafting inventories) · Acid × 1 (Available crafting inventories)

Output per craft: Alkali × 1 · Alkali × 1 (Chance: 0% without / 40% with the player’s active Alchemist perk)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Materials: Melted Fat × 1 (Available crafting inventories) · Resin × 1 (Available crafting inventories)

Output per craft: Lacquer × 1 · Lacquer × 1 (Chance: 0% without / 40% with the player’s active Alchemist perk)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Materials: Melted Fat × 1 (Available crafting inventories) · Dye × 1 (Available crafting inventories)

Output per craft: Paint × 1 · Paint × 1 (Chance: 0% without / 40% with the player’s active Alchemist perk)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Materials: Alcohol × 1 (Available crafting inventories) · Catalyst × 1 (Available crafting inventories)

Output per craft: Reanimation Liquid × 1 · Reanimation Liquid × 1 (Chance: 0% without / 40% with the player’s active Alchemist perk)

Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Materials: Alcohol × 1 (Available crafting inventories) · Organ Randomizer × 1 (Available crafting inventories) · Comet's Tail × 1 (Available crafting inventories)

Output per craft: Organ Improver Red Skulls × 2 · Organ Improver Red Skulls × 1 (Chance: 0% without / 60% with the player’s active Alchemist perk)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Materials: Alcohol × 1 (Available crafting inventories) · Organ Restorer × 1 (Available crafting inventories) · Comet's Tail × 1 (Available crafting inventories)

Output per craft: Organ Improver White Skulls × 2 · Organ Improver White Skulls × 1 (Chance: 0% without / 60% with the player’s active Alchemist perk)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Kitchen Table, Kitchen Table II

Materials: Bread × 1 (Available crafting inventories)

Output per craft: Breadcrumb Bait × 4

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Made at: Kitchen Table, Kitchen Table II

Materials: Firefly × 4 (Available crafting inventories)

Output per craft: Insect Bait × 4

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Made at: Kitchen Table, Kitchen Table II

Materials: Lacquer × 1 (Available crafting inventories) · Flesh × 1 (Available crafting inventories)

Output per craft: Live Bait × 4

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Stick × 3 (Available crafting inventories) · Bronze Detail × 2 (Available crafting inventories) · Flax Thread × 2 (Available crafting inventories)

Output per craft: Basic Rod × 1

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Woodworking Workbench I, Woodworking Workbench II

Materials: Wooden Plank × 2 (Available crafting inventories) · Polished Bronze × 2 (Available crafting inventories) · Flax Thread × 4 (Available crafting inventories)

Output per craft: Amateur Rod × 1

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Woodworking Workbench II

Materials: Oiled Beam × 1 (Available crafting inventories) · Advanced Detail × 2 (Available crafting inventories) · Flax Thread × 8 (Available crafting inventories)

Output per craft: Advanced Rod × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Woodworking Workbench II

Materials: Special Wood × 2 (Available crafting inventories) · Engineering Details × 2 (Available crafting inventories) · Flax Thread × 16 (Available crafting inventories)

Output per craft: Pro Rod × 1

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Make Rusty Armor

Made at: Assembly bench

Materials: Simple iron part × 2 (Available crafting inventories) · Iron Ingot × 2 (Available crafting inventories)

Output per craft: Rusty Armor × 1

Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

Site-authored description; this record has no official player-facing name.
Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Assembly bench and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

Output per craft

Craft at

Tool for the work action

Cannot start? Check the full material counts, Orange talent branch level 0, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

Magic bell

Made at: Iron Anvil, Steel Anvil, Wooden Anvil

Materials: Blood × 1 (Available crafting inventories) · Bronze Ingot × 1 (Available crafting inventories)

Output per craft: Magic bell × 1

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Related entries

Crafting answer

  1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
  2. Open Iron Anvil / Steel Anvil / Wooden Anvil and select this recipe. If it is missing, check the recipe unlocks below.
  3. Start the selected craft at the station and perform the work action until its progress completes.

Materials

Output per craft

Mastery and inspiration

Complete recipe: +1 · Bronze Crafter I

Craft at

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

This is a one-time action; a completed action cannot be repeated as a normal batch.

This recipe requires an unlock, but its specific unlock source has not been established. Do not assume that building the station alone reveals it.

Cannot start? Check the full material counts, Red talent branch level 3, required extensions and the recipe unlock. If automatic completion is blocked, clear space in the crafting output inventory.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Formulation Bench

Materials: Hypno-device × 1 (Available crafting inventories) · Faith × 1 (Available crafting inventories)

Output per craft: Charged hypno-device × 1 · Charged hypno-device × 1 (Chance: 0% without / 50% with the executor’s active Alchemist perk)

Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Engineering Details × 1 (Available crafting inventories) · Steel Screws × 1 (Available crafting inventories) · Special Wood × 1 (Available crafting inventories)

Output per craft: Prosthetic Hand × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Engineering Details × 2 (Available crafting inventories) · Steel Screws × 1 (Available crafting inventories)

Output per craft: Small Printing Press × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Engineering Details × 2 (Available crafting inventories) · Steel Screws × 2 (Available crafting inventories) · Special Wood × 2 (Available crafting inventories)

Output per craft: Elegant Prosthetic Hand × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Printing Press

Materials: Blank Hardcover Notebook × 3 (Available crafting inventories) · Ink × 3 (Available crafting inventories) · Story · quality 3 × 3 (Available crafting inventories)

Output per craft: Trilogy × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Steel Anvil

Materials: Engineering Details × 1 (Available crafting inventories) · Steel Screws × 2 (Available crafting inventories)

Output per craft: Speech Writing Device × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Woodworking Workbench II

Materials: Special Wood × 3 (Available crafting inventories) · Steel Screws × 3 (Available crafting inventories)

Output per craft: Comfortable Chair × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Made at: Kitchen Table II

Materials: Cacao × 4 (Available crafting inventories) · Fuel × 10 (Fuel units) (Available crafting inventories)

Output per craft: Chocolate × 1

Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Made at: Sewing Table

Materials: Lace × 20 (Available crafting inventories)

Output per craft: Luxury Drapes × 1

Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Clearing & repairs (51)

51 of 51 entries

Clear a blockage

These location labels belong to this guide. Map numbers identify instances, not a recommended clearing order. The locator uses scene objects and connected teleport entrances; it does not infer a walking route or quest phase from coordinates.

Church interior

Show Location schematicHide Location schematic
Find the area on the game world map
Find the area on the game world map
  1. 1Church exit

Original game world map. Small dots mark the entrance areas; lines connect the numbered labels to those positions. Underground objects use a separate coordinate system. Open the indoor reference below to distinguish the clearing points.

Open the full-size game map
  • Church exit · Area reference on the game map; entering the interior may require its own quest or clearing conditions.
Show interior clearing-point referenceHide interior clearing-point reference
Location schematic · Church interior

Relative positions of indoor objects, without a game-map background. Numbers identify clearings and exits; they do not describe a walking route.

12345
  1. 1 · Church — debris pile 2
  2. 2 · Church — debris pile 3
  3. 3 · Church — debris pile 5
  4. 4 · Church — debris pile 9
  • 5 · Church exitInterior entrance reference; the number is a label, not a clearing order.

These location labels belong to this guide. Map numbers identify instances, not a recommended clearing order. The locator uses scene objects and connected teleport entrances; it does not infer a walking route or quest phase from coordinates.

Basement and connecting passages

Show Location schematicHide Location schematic
Find the area on the game world map
Find the area on the game world map
  1. 1House
  2. 2Alchemy laboratory
  3. 3Warehouse

Original game world map. Small dots mark the entrance areas; lines connect the numbered labels to those positions. Underground objects use a separate coordinate system. Open the indoor reference below to distinguish the clearing points.

Open the full-size game map
  • House · Area reference on the game map; entering the interior may require its own quest or clearing conditions.
  • Alchemy laboratory · Area reference on the game map; entering the interior may require its own quest or clearing conditions.
  • Warehouse · Area reference on the game map; entering the interior may require its own quest or clearing conditions.
Show interior clearing-point referenceHide interior clearing-point reference
Location schematic · Basement and connecting passages

Relative positions of indoor objects, without a game-map background. Numbers identify clearings and exits; they do not describe a walking route.

1234567891011121314151617
  1. 1 · House basement — doctor-meeting clearing
  2. 2 · Underground passage — warehouse side 1
  3. 3 · Underground passage — warehouse side 2
  4. 4 · Underground passage — factory side 1
  5. 5 · Underground passage — factory side 2
  6. 6 · Underground passage — mine side
  7. 7 · Underground passage — morgue side 1
  8. 8 · Underground passage — morgue side 2
  9. 9 · Underground passage — vineyard side 1
  10. 10 · Underground passage — vineyard side 2
  11. 11 · Underground passage — well side 1
  12. 12 · Underground passage — well side 2

These location labels belong to this guide. Map numbers identify instances, not a recommended clearing order. The locator uses scene objects and connected teleport entrances; it does not infer a walking route or quest phase from coordinates.

Mine entrance and sign

Show Location schematicHide Location schematic
Mine entrance and sign
Mine entrance and sign
  1. 1Forest mine — blocked entrance
  2. 2Mine sign
  3. 3Mine entrance, shown after clearing

Original game world map. All three markers are close to the mine entrance; small dots mark positions and lines connect their numbers. The mine entrance appears after clearing. Numbers do not indicate an action order.

Open the full-size game map
  • Mine sign · Close to the blockage at the same mine entrance.
  • Mine entrance, shown after clearing · Close to the blockage at the same mine entrance.
Auxiliary configurations

Repair the forest descent ladder

Used at / target: Broken Ladder

Materials: Wooden Plank × 4 (Available inventories) · Bronze Detail × 1 (Available inventories) · Bronze Nails × 4 (Available inventories)

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Site-authored description; this record has no official player-facing name.
Related entries

Action details

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Used at / target:

Tool for the work action

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Used at / target: Vineyard Bridge

Materials: Wooden Plank × 4 (Available inventories) · Polished Bronze × 1 (Available inventories) · Piece of stone × 4 (Available inventories)

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Repair conveyor mounting points

Site-authored description; this record has no official player-facing name.

Compare the recorded materials and results below. Each recipe keeps its own details.

Used at / target: Broken Conveyor Mechanism

Materials: Bronze Gear × 4 (Available inventories) · Polished Bronze × 2 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Repair conveyor mounting points

Site-authored description; this record has no official player-facing name.

Action details

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Used at / target: Broken Conveyor Mechanism

Materials: Bronze Gear × 4 (Available inventories) · Polished Bronze × 2 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

View records (1)

Repair conveyor mounting points

Site-authored description; this record has no official player-facing name.

Action details

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Used at / target: Broken Conveyor Mechanism

Materials: Bronze Gear × 4 (Available inventories) · Advanced Detail × 4 (Available inventories) · Polished Bronze × 2 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Repair conveyor mounting points

Site-authored description; this record has no official player-facing name.

Action details

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Used at / target: Broken Conveyor Mechanism

Materials: Bronze Gear × 4 (Available inventories) · Advanced Detail × 4 (Available inventories) · Polished Bronze × 2 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Repair conveyor mounting points

Site-authored description; this record has no official player-facing name.

Action details

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Used at / target: Broken Conveyor Mechanism

Materials: Engineering Details × 4 (Available inventories) · Steel Detail × 4 (Available inventories) · Steel Screws × 8 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

View records (1)

Repair conveyor mounting points

Site-authored description; this record has no official player-facing name.

Action details

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Used at / target: Broken Conveyor Mechanism

Materials: Engineering Details × 4 (Available inventories) · Steel Detail × 4 (Available inventories) · Steel Screws × 8 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

View records (1)

Repair conveyor mounting points

Site-authored description; this record has no official player-facing name.

Action details

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 4; tools and perks can change the actual cost.

Repair Table

Used at / target: Broken Kitchen Table

Materials: Wooden Plank × 2 (Available inventories)

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Related entries

Action details

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Repair Oven

Used at / target: Broken Oven

Materials: Piece of stone × 2 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Related entries

Action details

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 1; tools and perks can change the actual cost.

Repair the morgue entrance

Used at / target: Corpse Dumping Point

Materials: Iron Detail × 1 (Available inventories) · Oiled Plank × 3 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Site-authored description; this record has no official player-facing name.
Related entries

Action details

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Used at / target: Locked hatch

Materials: Bronze Detail × 1 (Available inventories) · Board × 2 (Available inventories)

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Used at / target: House basement — doctor-meeting clearing

Materials: Bronze Detail × 3 (Available inventories) · Wooden Plank × 3 (Available inventories)

Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Used at / target: Locked door

Materials: Inquisitor’s medallion × 1 (Available inventories) · Secret combination × 1 (Available inventories)

Result per action: Inquisitor’s medallion × 1

Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 2; tools and perks can change the actual cost.

Blockage

Compare the recorded materials and results below. Each recipe keeps its own details.

Forest mine — blocked entrance

Used at / target: Forest mine — blocked entrance

Materials: Dynamite × 1 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Blockage

Action details

Forest mine — blocked entrance

Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

The player performs this clearing action. This object has no configured zombie insertion slot.

Building mastery required: 8.

The bandit-meeting quest replaces the initial blockage with the clearing object. In the old bandit’s dialogue, “About the Mine” adds its Work interaction. The mine entrance remains hidden until this clearing finishes.

Location schematic

What clearing changes

  • Completing the clearing blasts away the blockage, reveals the entrances at both ends of the mine and enables the intact mine passage.
  • Completing both the forest mine clearing and the underground mine-side clearing reveals the zombie porter-related technology set. Either one alone is insufficient.

Base work units: 6; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

Technology-point rewards: red 8, green 2, blue 2.

Next actions

Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

Materials

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Underground passage — mine side

Used at / target: Underground passage — mine side

Materials: Building Kit I × 4 (Available inventories) · Reinforced Beam × 1 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Blockage

Action details

Underground passage — mine side

Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

If you cannot enter the house basement yet, first clear the locked floor hatch in the house. Its clearing recipe creates the connected basement entrance. Other outside basement entrances depend on their own quests.House floor-hatch requirements

The player performs this clearing action. This object has no configured zombie insertion slot.

Building mastery required: 8.

Location schematic

What clearing changes

  • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
  • Each completed clearing adds one Blockage inspiration action, not one action per material or produced item.
  • On the first related clearing, the conveyor darkness object is removed and the shared cleared flag is set. It is not removed again by later entrances.
  • If the basement-factory mine task is unfinished, this clearing cancels that task. It does not cancel the whole factory questline.
  • Completing both the forest mine clearing and the underground mine-side clearing reveals the zombie porter-related technology set. Either one alone is insufficient.
  • With the factory-cleaning task active, either house-side clearing, vineyard side 2, well side 2 or mine-side clearing can complete its entry step; the other four alternative substeps are cancelled. This is a choice of entrance, not a requirement to clear all five.

Base work units: 6; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

Technology-point rewards: red 8, green 2, blue 2.

Next actions

Show Compare nearby clearingsHide Compare nearby clearings

Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Mastery and inspiration

Complete action: +1 · Clear the Way I

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Underground passage — vineyard side 1

Used at / target: Underground passage — vineyard side 1

Materials: Iron Detail × 4 (Available inventories) · Reinforced Beam × 1 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Blockage

Action details

Underground passage — vineyard side 1

Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

If you cannot enter the house basement yet, first clear the locked floor hatch in the house. Its clearing recipe creates the connected basement entrance. Other outside basement entrances depend on their own quests.House floor-hatch requirements

The player performs this clearing action. This object has no configured zombie insertion slot.

Building mastery required: 3.

Location schematic

What clearing changes

  • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
  • Each completed clearing adds one Blockage inspiration action, not one action per material or produced item.
  • On the first related clearing, the conveyor darkness object is removed and the shared cleared flag is set. It is not removed again by later entrances.
  • The first vineyard-side clearing removes the shared darkness object. Clearing the other entrance after that flag is set unlocks the vineyard basement porter-station building. Either entrance can set the first flag; do not assume a fixed 1→2 order.

Base work units: 6; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

Technology-point rewards: red 2, green 0, blue 0.

Next actions

Show Compare nearby clearingsHide Compare nearby clearings

Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Mastery and inspiration

Complete action: +1 · Clear the Way I

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Underground passage — vineyard side 2

Used at / target: Underground passage — vineyard side 2

Materials: Iron Detail × 4 (Available inventories) · Reinforced Beam × 1 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Blockage

Action details

Underground passage — vineyard side 2

Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

If you cannot enter the house basement yet, first clear the locked floor hatch in the house. Its clearing recipe creates the connected basement entrance. Other outside basement entrances depend on their own quests.House floor-hatch requirements

The player performs this clearing action. This object has no configured zombie insertion slot.

Building mastery required: 3.

Location schematic

What clearing changes

  • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
  • Each completed clearing adds one Blockage inspiration action, not one action per material or produced item.
  • The first vineyard-side clearing removes the shared darkness object. Clearing the other entrance after that flag is set unlocks the vineyard basement porter-station building. Either entrance can set the first flag; do not assume a fixed 1→2 order.
  • With the factory-cleaning task active, either house-side clearing, vineyard side 2, well side 2 or mine-side clearing can complete its entry step; the other four alternative substeps are cancelled. This is a choice of entrance, not a requirement to clear all five.

Base work units: 6; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

Technology-point rewards: red 2, green 0, blue 0.

Next actions

Show Compare nearby clearingsHide Compare nearby clearings

Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Mastery and inspiration

Complete action: +1 · Clear the Way I

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Underground passage — well side 1

Used at / target: Underground passage — well side 1

Materials: Iron Detail × 4 (Available inventories) · Reinforced Beam × 1 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Blockage

Action details

Underground passage — well side 1

Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

If you cannot enter the house basement yet, first clear the locked floor hatch in the house. Its clearing recipe creates the connected basement entrance. Other outside basement entrances depend on their own quests.House floor-hatch requirements

The player performs this clearing action. This object has no configured zombie insertion slot.

Building mastery required: 8.

Location schematic

What clearing changes

  • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
  • Each completed clearing adds one Blockage inspiration action, not one action per material or produced item.
  • On the first related clearing, the conveyor darkness object is removed and the shared cleared flag is set. It is not removed again by later entrances.
  • The first well-side clearing hides the morgue-periphery object and sets the shared flag. This visibility change is distinct from destroying a darkness object.
  • Each well- or warehouse-side clearing increments the shared porter-ready counter once. The storage porter-station building unlocks when that counter becomes exactly 4. One of these entrances alone does not unlock it.

Base work units: 6; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

Technology-point rewards: red 8, green 2, blue 2.

Next actions

Show Compare nearby clearingsHide Compare nearby clearings

Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Mastery and inspiration

Complete action: +1 · Clear the Way I

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Underground passage — well side 2

Used at / target: Underground passage — well side 2

Materials: Iron Detail × 4 (Available inventories) · Reinforced Beam × 1 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Blockage

Action details

Underground passage — well side 2

Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

If you cannot enter the house basement yet, first clear the locked floor hatch in the house. Its clearing recipe creates the connected basement entrance. Other outside basement entrances depend on their own quests.House floor-hatch requirements

The player performs this clearing action. This object has no configured zombie insertion slot.

Building mastery required: 8.

Location schematic

What clearing changes

  • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
  • Each completed clearing adds one Blockage inspiration action, not one action per material or produced item.
  • The first well-side clearing hides the morgue-periphery object and sets the shared flag. This visibility change is distinct from destroying a darkness object.
  • Each well- or warehouse-side clearing increments the shared porter-ready counter once. The storage porter-station building unlocks when that counter becomes exactly 4. One of these entrances alone does not unlock it.
  • With the factory-cleaning task active, either house-side clearing, vineyard side 2, well side 2 or mine-side clearing can complete its entry step; the other four alternative substeps are cancelled. This is a choice of entrance, not a requirement to clear all five.

Base work units: 6; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

Technology-point rewards: red 8, green 2, blue 2.

Next actions

Show Compare nearby clearingsHide Compare nearby clearings

Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Mastery and inspiration

Complete action: +1 · Clear the Way I

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

House basement passages — find the clearing entrance

Used at / target: House basement passages — find the clearing entrance

Materials: Iron Detail × 4 (Available inventories) · Reinforced Beam × 1 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Blockage

Action details

House basement passages — find the clearing entrance

To enter the underground factory from the house basement, use either clearing guide below. They describe blockages at two different positions; this page adds no extra clearing step.

What differs between factory sides 1 and 2?

The blockages are in different positions, but their materials, Building mastery requirement, base work, energy cost and rewards are the same. With the factory-cleaning task active, clearing either one completes its entrance step; you do not need to clear both for that step. The first clearing removes the factory-area darkness, and the other does not repeat that effect. The numbers identify positions, not an order.

Why is there no separate clearing step here?Hide the entrance explanation

The old blockage represented by this page is absent from the current initial scene. Use the two factory-side clearings above; this page therefore does not repeat the old blockage requirements.

Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Mastery and inspiration

Complete action: +1 · Clear the Way I

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Underground passage — factory side 1

Used at / target: Underground passage — factory side 1

Materials: Iron Detail × 4 (Available inventories) · Reinforced Beam × 1 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Blockage

Action details

Underground passage — factory side 1

What differs between factory sides 1 and 2?

The blockages are in different positions, but their materials, Building mastery requirement, base work, energy cost and rewards are the same. With the factory-cleaning task active, clearing either one completes its entrance step; you do not need to clear both for that step. The first clearing removes the factory-area darkness, and the other does not repeat that effect. The numbers identify positions, not an order.

Compare the other factory-side clearing

Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

If you cannot enter the house basement yet, first clear the locked floor hatch in the house. Its clearing recipe creates the connected basement entrance. Other outside basement entrances depend on their own quests.House floor-hatch requirements

The player performs this clearing action. This object has no configured zombie insertion slot.

Building mastery required: 8.

Location schematic

What clearing changes

  • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
  • Each completed clearing adds one Blockage inspiration action, not one action per material or produced item.
  • On the first related clearing, the conveyor darkness object is removed and the shared cleared flag is set. It is not removed again by later entrances.
  • With the factory-cleaning task active, either house-side clearing, vineyard side 2, well side 2 or mine-side clearing can complete its entry step; the other four alternative substeps are cancelled. This is a choice of entrance, not a requirement to clear all five.

Base work units: 6; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

Technology-point rewards: red 8, green 2, blue 2.

Next actions

Show Compare nearby clearingsHide Compare nearby clearings

Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Mastery and inspiration

Complete action: +1 · Clear the Way I

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Underground passage — factory side 2

Used at / target: Underground passage — factory side 2

Materials: Iron Detail × 4 (Available inventories) · Reinforced Beam × 1 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Blockage

Action details

Underground passage — factory side 2

What differs between factory sides 1 and 2?

The blockages are in different positions, but their materials, Building mastery requirement, base work, energy cost and rewards are the same. With the factory-cleaning task active, clearing either one completes its entrance step; you do not need to clear both for that step. The first clearing removes the factory-area darkness, and the other does not repeat that effect. The numbers identify positions, not an order.

Compare the other factory-side clearing

Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

If you cannot enter the house basement yet, first clear the locked floor hatch in the house. Its clearing recipe creates the connected basement entrance. Other outside basement entrances depend on their own quests.House floor-hatch requirements

The player performs this clearing action. This object has no configured zombie insertion slot.

Building mastery required: 8.

Location schematic

What clearing changes

  • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
  • Each completed clearing adds one Blockage inspiration action, not one action per material or produced item.
  • On the first related clearing, the conveyor darkness object is removed and the shared cleared flag is set. It is not removed again by later entrances.
  • With the factory-cleaning task active, either house-side clearing, vineyard side 2, well side 2 or mine-side clearing can complete its entry step; the other four alternative substeps are cancelled. This is a choice of entrance, not a requirement to clear all five.

Base work units: 6; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

Technology-point rewards: red 8, green 2, blue 2.

Next actions

Show Compare nearby clearingsHide Compare nearby clearings

Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

Materials

Mastery and inspiration

Complete action: +1 · Clear the Way I

Used at / target:

Tool for the work action

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Underground passage — warehouse side 1 / Underground passage — warehouse side 2

Used at / target: Underground passage — warehouse side 1, Underground passage — warehouse side 2

Materials: Iron Detail × 4 (Available inventories) · Reinforced Beam × 1 (Available inventories)

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

View records (1)

Blockage

Action details

Underground passage — warehouse side 1

Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

If you cannot enter the house basement yet, first clear the locked floor hatch in the house. Its clearing recipe creates the connected basement entrance. Other outside basement entrances depend on their own quests.House floor-hatch requirements

The player performs this clearing action. This object has no configured zombie insertion slot.

Building mastery required: 8.

Location schematic

What clearing changes

  • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
  • Each completed clearing adds one Blockage inspiration action, not one action per material or produced item.
  • The first warehouse-side clearing removes the shared warehouse darkness object and sets its flag.
  • Each well- or warehouse-side clearing increments the shared porter-ready counter once. The storage porter-station building unlocks when that counter becomes exactly 4. One of these entrances alone does not unlock it.

Base work units: 6; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

Technology-point rewards: red 8, green 2, blue 2.

Next actions

Show Compare nearby clearingsHide Compare nearby clearings

Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

Underground passage — warehouse side 2

Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

If you cannot enter the house basement yet, first clear the locked floor hatch in the house. Its clearing recipe creates the connected basement entrance. Other outside basement entrances depend on their own quests.House floor-hatch requirements

The player performs this clearing action. This object has no configured zombie insertion slot.

Building mastery required: 8.

Warehouse side 2 starts with interaction disabled. Completing the warehouse-entry quest enables it; having the materials alone is insufficient.

    Location schematic

    What clearing changes

    • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
    • Each completed clearing adds one Blockage inspiration action, not one action per material or produced item.
    • The first warehouse-side clearing removes the shared warehouse darkness object and sets its flag.
    • Each well- or warehouse-side clearing increments the shared porter-ready counter once. The storage porter-station building unlocks when that counter becomes exactly 4. One of these entrances alone does not unlock it.

    Base work units: 6; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

    Technology-point rewards: red 8, green 2, blue 2.

    Next actions

    Show Compare nearby clearingsHide Compare nearby clearings

    Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Mastery and inspiration

    Complete action: +1 · Clear the Way I

    Used at / target:

    Tool for the work action

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Church — debris pile 2

    Used at / target: Church — debris pile 2

    Materials: Bronze Detail × 1 (Available inventories) · Board × 1 (Available inventories)

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    View records (1)

    Blockage

    Action details

    Church — debris pile 2

    Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

    The player performs this clearing action. This object has no configured zombie insertion slot.

    Building mastery required: 2.

    Location schematic

    What clearing changes

    • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
    • This placed pile contributes −2 Church quality. Removing it removes that penalty; whether the historical quality record rises depends on your other furnishings and previous record. No separate Blockage inspiration call is configured for this recipe.

    Base work units: 3; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

    Technology-point rewards: red 2, green 0, blue 0.

    Next actions

    Show Compare nearby clearingsHide Compare nearby clearings

    Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Used at / target:

    Tool for the work action

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Church — debris pile 3

    Used at / target: Church — debris pile 3

    Materials: Bronze Detail × 1 (Available inventories) · Board × 1 (Available inventories)

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    View records (1)

    Blockage

    Action details

    Church — debris pile 3

    Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

    The player performs this clearing action. This object has no configured zombie insertion slot.

    Building mastery required: 2.

    Location schematic

    What clearing changes

    • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
    • This placed pile contributes −2 Church quality. Removing it removes that penalty; whether the historical quality record rises depends on your other furnishings and previous record. No separate Blockage inspiration call is configured for this recipe.

    Base work units: 3; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

    Technology-point rewards: red 2, green 0, blue 0.

    Next actions

    Show Compare nearby clearingsHide Compare nearby clearings

    Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Used at / target:

    Tool for the work action

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Church — debris pile 5

    Used at / target: Church — debris pile 5

    Materials: Bronze Detail × 1 (Available inventories) · Board × 1 (Available inventories)

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    View records (1)

    Blockage

    Action details

    Church — debris pile 5

    Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

    The player performs this clearing action. This object has no configured zombie insertion slot.

    Building mastery required: 2.

    Location schematic

    What clearing changes

    • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
    • This placed pile contributes −2 Church quality. Removing it removes that penalty; whether the historical quality record rises depends on your other furnishings and previous record. No separate Blockage inspiration call is configured for this recipe.

    Base work units: 3; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

    Technology-point rewards: red 2, green 0, blue 0.

    Next actions

    Show Compare nearby clearingsHide Compare nearby clearings

    Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Used at / target:

    Tool for the work action

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Church — debris pile 9

    Used at / target: Church — debris pile 9

    Materials: Bronze Detail × 1 (Available inventories) · Board × 1 (Available inventories)

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    View records (1)

    Blockage

    Action details

    Church — debris pile 9

    Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

    The player performs this clearing action. This object has no configured zombie insertion slot.

    Building mastery required: 2.

    Location schematic

    What clearing changes

    • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
    • This placed pile contributes −2 Church quality. Removing it removes that penalty; whether the historical quality record rises depends on your other furnishings and previous record. No separate Blockage inspiration call is configured for this recipe.

    Base work units: 3; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

    Technology-point rewards: red 2, green 0, blue 0.

    Next actions

    Show Compare nearby clearingsHide Compare nearby clearings

    Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Used at / target:

    Tool for the work action

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Clear the morgue basement passage

    Used at / target: Underground passage — morgue side 1, Underground passage — morgue side 2

    Materials: Iron Detail × 1 (Available inventories) · Oiled Plank × 3 (Available inventories)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Underground passage — morgue side 1

    Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

    If you cannot enter the house basement yet, first clear the locked floor hatch in the house. Its clearing recipe creates the connected basement entrance. Other outside basement entrances depend on their own quests.House floor-hatch requirements

    The player performs this clearing action. This object has no configured zombie insertion slot.

    Building mastery required: 3.

    Location schematic

    What clearing changes

    • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
    • Each completed clearing adds one Blockage inspiration action, not one action per material or produced item.
    • The first of these two morgue clearings removes the shared morgue darkness object. Both entrances use the same clearing recipe.

    Base work units: 6; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

    Technology-point rewards: red 2, green 0, blue 0.

    Next actions

    Show Compare nearby clearingsHide Compare nearby clearings

    Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

    Underground passage — morgue side 2

    Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

    If you cannot enter the house basement yet, first clear the locked floor hatch in the house. Its clearing recipe creates the connected basement entrance. Other outside basement entrances depend on their own quests.House floor-hatch requirements

    The player performs this clearing action. This object has no configured zombie insertion slot.

    Building mastery required: 3.

    Location schematic

    What clearing changes

    • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
    • Each completed clearing adds one Blockage inspiration action, not one action per material or produced item.
    • The first of these two morgue clearings removes the shared morgue darkness object. Both entrances use the same clearing recipe.

    Base work units: 6; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

    Technology-point rewards: red 2, green 0, blue 0.

    Next actions

    Show Compare nearby clearingsHide Compare nearby clearings

    Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Mastery and inspiration

    Complete action: +1 · Clear the Way I

    Used at / target:

    Tool for the work action

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Open the resurrection room door

    Used at / target: Old door

    Materials: Bronze Detail × 1 (Available inventories) · Melted Fat × 1 (Available inventories)

    Base progress: 2 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Materials

    Used at / target:

    Tool for the work action

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 2 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Repair

    Used at / target: Resurrection device

    Materials: Bronze Detail × 1 (Available inventories) · Wooden Plank × 2 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Related entries

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Used at / target:

    Tool for the work action

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Repair the well

    Used at / target: Underground well

    Materials: Polished Bronze × 2 (Available inventories) · Polished Stone × 4 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Used at / target:

    Tool for the work action

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    No verified icon

    Repair housing

    Site-authored description; this record has no official player-facing name.

    Each target is repaired separately. Compare its material kits and the location diagram on its detail page. Guide numbers identify records, not a required repair order.

    Materials: Building Kit I × 16 · Wooden Kit I × 8 · Iron Kit I × 4

    View repair targets (2)

    Repair housing · Repair target 1

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit I1–8Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–4Chance: 0% without / 30% with the player’s active Builder perk
    • Iron Kit I1–2Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Repair housing · Repair target 2

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit I1–8Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–4Chance: 0% without / 30% with the player’s active Builder perk
    • Iron Kit I1–2Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Materials: Building Kit II × 16 · Furniture Kit II × 10 · Sculpture Kit II × 5

    View repair targets (5)

    Repair housing · Repair target 3

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit II1–8Chance: 0% without / 30% with the player’s active Builder perk
    • Furniture Kit II1–5Chance: 0% without / 30% with the player’s active Builder perk
    • Sculpture Kit II1–2Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Repair housing · Repair target 6

    Site-authored description; this record has no official player-facing name.

    Action details

    Configuration reference: this entry lists the material kits and configured repair effects for this housing target. The building group has been located in the scene data, but a usable repair sign and normal repair access remain unconfirmed. No separate blueprint unlock is required by the configuration; this does not establish an available repair action.

    Materials

    Result per action

    • Building Kit II1–8Chance: 0% without / 30% with the player’s active Builder perk
    • Furniture Kit II1–5Chance: 0% without / 30% with the player’s active Builder perk
    • Sculpture Kit II1–2Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Repair housing · Repair target 11

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit II1–8Chance: 0% without / 30% with the player’s active Builder perk
    • Furniture Kit II1–5Chance: 0% without / 30% with the player’s active Builder perk
    • Sculpture Kit II1–2Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Repair housing · Repair target 9

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit II1–8Chance: 0% without / 30% with the player’s active Builder perk
    • Furniture Kit II1–5Chance: 0% without / 30% with the player’s active Builder perk
    • Sculpture Kit II1–2Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Repair housing · Repair target 16

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit II1–8Chance: 0% without / 30% with the player’s active Builder perk
    • Furniture Kit II1–5Chance: 0% without / 30% with the player’s active Builder perk
    • Sculpture Kit II1–2Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Materials: Building Kit I × 6 · Wooden Kit I × 4 · Iron Kit I × 2

    View repair targets (1)

    Repair housing · Repair target 4

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit I1–3Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–2Chance: 0% without / 30% with the player’s active Builder perk
    • Iron Kit I1Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Materials: Building Kit I × 4 · Wooden Kit I × 3 · Iron Kit I × 1

    View repair targets (1)

    Repair housing · Repair target 5

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit I1–2Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Materials: Building Kit I × 20 · Wooden Kit I × 10 · Furniture Kit I × 6

    View repair targets (5)

    Repair housing · Repair target 12

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit I1–10Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–5Chance: 0% without / 30% with the player’s active Builder perk
    • Furniture Kit I1–3Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Repair housing · Repair target 13

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit I1–10Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–5Chance: 0% without / 30% with the player’s active Builder perk
    • Furniture Kit I1–3Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Repair housing · Repair target 7

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit I1–10Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–5Chance: 0% without / 30% with the player’s active Builder perk
    • Furniture Kit I1–3Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Repair housing · Repair target 8

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit I1–10Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–5Chance: 0% without / 30% with the player’s active Builder perk
    • Furniture Kit I1–3Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Repair housing · Repair target 10

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit I1–10Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–5Chance: 0% without / 30% with the player’s active Builder perk
    • Furniture Kit I1–3Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Materials: Building Kit I × 30 · Wooden Kit II × 10 · Sculpture Kit II × 4

    View repair targets (2)

    Repair housing · Repair target 14

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit I1–15Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit II1–5Chance: 0% without / 30% with the player’s active Builder perk
    • Sculpture Kit II1–2Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details

    Repair housing · Repair target 15

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Result per action

    • Building Kit I1–15Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit II1–5Chance: 0% without / 30% with the player’s active Builder perk
    • Sculpture Kit II1–2Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Home Sweet Home I

    Effect

    Used at / target:

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Recipe details
    No verified icon

    Demolish the wall

    Site-authored description; this record has no official player-facing name.

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Broken Wall

    Materials: Dynamite × 1 (Available inventories)

    View records (1)

    Demolish the wall

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Used at / target:

    Used at / target: Broken Wall

    Materials: Dynamite × 1 (Available inventories)

    View records (1)

    Demolish the wall

    Site-authored description; this record has no official player-facing name.

    Action details

    Interact with the listed repair sign and select the clearing or repair action. Confirm the materials in its building window; confirmation consumes them and applies the repair effect. Do not look for a production queue.

    Materials

    Used at / target:

    Autopsy & body care (124)

    124 of 124 entries

    Remove skin

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Remove skin

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove skin

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove skin

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove skin

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove skin

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove skin

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove bones

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Remove bones

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove bones

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove bones

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove bones

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove bones

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove bones

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove skull

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Remove skull

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove skull

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove skull

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove skull

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove skull

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove skull

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove heart

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Remove heart

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove heart

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove heart

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove heart

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove heart

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove heart

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove brain

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Remove brain

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove brain

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove brain

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove brain

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove brain

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove brain

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove guts

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Remove guts

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove guts

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove guts

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove guts

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove guts

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Remove guts

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete action: +1 · Butcher I

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add skin

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Add skin

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add skin

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add skin

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add skin

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add skin

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add skin

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add bones

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Add bones

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add bones

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add bones

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add bones

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add bones

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add bones

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add skull

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Add skull

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add skull

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add skull

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add skull

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add skull

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add skull

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add heart

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Add heart

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add heart

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add heart

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add heart

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add heart

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add heart

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add brain

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Add brain

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add brain

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add brain

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add brain

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add brain

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add brain

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add guts

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Add guts

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add guts

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add guts

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add guts

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add guts

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Add guts

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (12)

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 12 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Change organ

    Action details

    Place a corpse in the listed autopsy table, open its corpse interface and select the relevant organ operation. An empty ordinary material list does not mean no corpse is needed. Organ compatibility, quality outcomes and the exact extraction/replacement path for this entry remain unverified.

    Mastery and inspiration

    Complete surgery with neither Silver nor Gold output: +1 · Oops Surgeon I

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Autopsy item extraction

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

    Resurrect a zombie

    Used at / target: Resurrection Table I

    Materials: Reanimation Liquid × 1 (Available inventories)

    Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Materials

    Mastery and inspiration

    Complete action: +1 · Necromancer I

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Embalming Table I

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (2)

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Used at / target: Embalming Table I, Embalming Table II

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Mastery and inspiration

    Complete action: +1 · Embalmer I

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Mastery and inspiration

    Complete action: +1 · Embalmer I

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Mastery and inspiration

    Complete action: +1 · Embalmer I

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Mastery and inspiration

    Complete action: +1 · Embalmer I

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Mastery and inspiration

    Complete action: +1 · Embalmer I

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Mastery and inspiration

    Complete action: +1 · Embalmer I

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Used at / target: Embalming Table I, Embalming Table II

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (6)

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Mastery and inspiration

    Complete action: +1 · Embalmer I

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Mastery and inspiration

    Complete action: +1 · Embalmer I

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Mastery and inspiration

    Complete action: +1 · Embalmer I

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Mastery and inspiration

    Complete action: +1 · Embalmer I

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Mastery and inspiration

    Complete action: +1 · Embalmer I

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Embalming state operation

    Site-authored description; this record has no official player-facing name.

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Mastery and inspiration

    Complete action: +1 · Embalmer I

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Graves & cremation (28)

    28 of 28 entries

    Place Wooden Sign

    Used at / target: Grave Ground

    Materials: Wooden Sign × 1 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Remove Wooden Sign

    Used at / target: Grave Ground

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Place Wooden Cross I

    Used at / target: Grave Ground

    Materials: Wooden Cross I × 1 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Remove Wooden Cross I

    Used at / target: Grave Ground

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Place Wooden Cross II

    Used at / target: Grave Ground

    Materials: Wooden Cross II × 1 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Remove Wooden Cross II

    Used at / target: Grave Ground

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Place Gravestone I

    Used at / target: Grave Ground

    Materials: Gravestone I × 1 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Remove Gravestone I

    Used at / target: Grave Ground

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Place Gravestone II

    Used at / target: Grave Ground

    Materials: Gravestone II × 1 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Remove Gravestone II

    Used at / target: Grave Ground

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Place Marble Cross I

    Used at / target: Grave Ground

    Materials: Marble Cross I × 1 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Remove Marble Cross I

    Used at / target: Grave Ground

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Place Marble Cross II

    Used at / target: Grave Ground

    Materials: Marble Cross II × 1 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Remove Marble Cross II

    Used at / target: Grave Ground

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Place Wooden Fence I

    Used at / target: Grave Ground

    Materials: Wooden Fence I × 1 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Remove Wooden Fence I

    Used at / target: Grave Ground

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Place Wooden Fence II

    Used at / target: Grave Ground

    Materials: Wooden Fence II × 1 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Remove Wooden Fence II

    Used at / target: Grave Ground

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Place Stone Fence I

    Used at / target: Grave Ground

    Materials: Stone Fence I × 1 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Remove Stone Fence I

    Used at / target: Grave Ground

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Place Stone Fence II

    Used at / target: Grave Ground

    Materials: Stone Fence II × 1 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Remove Stone Fence II

    Used at / target: Grave Ground

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Place Marble Fence I

    Used at / target: Grave Ground

    Materials: Marble Fence I × 1 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Remove Marble Fence I

    Used at / target: Grave Ground

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Place Marble Fence II

    Used at / target: Grave Ground

    Materials: Marble Fence II × 1 (Available inventories)

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    Remove Marble Fence II

    Used at / target: Grave Ground

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Use the grave interface to select the corresponding tombstone or fence slot; installation and removal are separate actions. The material list and changes to the grave are distinct from ordinary crafting output. The exact slot/scene result for this entry remains unverified.

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.2; this is not the total cost.

    No verified icon

    Cremate a body

    Site-authored description; this record has no official player-facing name.

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Crematorium I

    Result per action: Ash × 5 without / 10 with the player’s active Cremator perk · Salt × 1 without / 2 with the player’s active Cremator perk

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    View records (1)

    Cremate a body

    Site-authored description; this record has no official player-facing name.

    Action details

    Carry a corpse without a demon inside it to the crematorium. It must contain no other corpse and have no running or uncollected batch. Interacting inserts the corpse and starts cremation; wait, then use the collection action. This is why an empty ordinary material list does not mean a free craft.

    Result per action

    • Ash5 without / 10 with the player’s active Cremator perk
    • Salt1 without / 2 with the player’s active Cremator perk

    Cremation also drops the burial-reward items currently carried inside that corpse, near the crematorium. This is separate from ash and salt; the items and counts depend on that corpse’s current contents, not a fixed certificate count for every corpse.

    Mastery and inspiration

    Complete action: +1 · Corpse Burner I

    Effect

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Unlocked by(1)

    Used at / target: Crematorium II

    Result per action: Ash × 7 without / 14 with the player’s active Cremator perk · Salt × 2 without / 4 with the player’s active Cremator perk

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    View records (1)

    Cremate a body

    Site-authored description; this record has no official player-facing name.

    Action details

    Carry a corpse without a demon inside it to the crematorium. It must contain no other corpse and have no running or uncollected batch. Interacting inserts the corpse and starts cremation; wait, then use the collection action. This is why an empty ordinary material list does not mean a free craft.

    Result per action

    • Ash7 without / 14 with the player’s active Cremator perk
    • Salt2 without / 4 with the player’s active Cremator perk

    Cremation also drops the burial-reward items currently carried inside that corpse, near the crematorium. This is separate from ash and salt; the items and counts depend on that corpse’s current contents, not a fixed certificate count for every corpse.

    Mastery and inspiration

    Complete action: +1 · Corpse Burner I

    Effect

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Growing & gathering (23)

    23 of 23 entries

    Zombie wood gathering

    Used at / target: Lumberjack stand

    Result per action: Log × 1 · Stick × 2

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
    2. Open Lumberjack stand and select this recipe. If it is missing, check the recipe unlocks below.
    3. Start the selected craft at the station and perform the work action until its progress completes.

    Result per action

    Mastery and inspiration

    Complete action: +1 · Dead Lumberjack I

    Effect

    Used at / target:

    Tool for the work action

    Cannot start? Check the full material counts, Orange talent branch level 1, required extensions and the action unlock. If automatic completion is blocked, clear space in the output inventory.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Zombie mining

    Used at / target: Zombie Miner

    Result per action: Iron Ore × 1 · Coal × 2 · Gem × 1 (Chance: 0% without / 10% with the executor’s active Magpie’s Eye perk)

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
    2. Open Zombie Miner and select this recipe. If it is missing, check the recipe unlocks below.
    3. Start the selected craft at the station and perform the work action until its progress completes.

    Result per action

    • Iron Ore1
    • Coal2
    • Gem1Chance: 0% without / 10% with the executor’s active Magpie’s Eye perk

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Cannot start? Check the full material counts, Orange talent branch level 1, required extensions and the action unlock. If automatic completion is blocked, clear space in the output inventory.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Zombie clay gathering

    Used at / target: Clay Digger Stand

    Result per action: Clay × 1

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
    2. Open Clay Digger Stand and select this recipe. If it is missing, check the recipe unlocks below.
    3. Start the selected craft at the station and perform the work action until its progress completes.

    Result per action

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Cannot start? Check the full material counts, Green talent branch level 1, required extensions and the action unlock. If automatic completion is blocked, clear space in the output inventory.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Zombie sand gathering

    Used at / target: Sand Digger Stand

    Result per action: Sand × 1

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
    2. Open Sand Digger Stand and select this recipe. If it is missing, check the recipe unlocks below.
    3. Start the selected craft at the station and perform the work action until its progress completes.

    Result per action

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Cannot start? Check the full material counts, Green talent branch level 1, required extensions and the action unlock. If automatic completion is blocked, clear space in the output inventory.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Compost leaves into peat

    Site-authored description; this record has no official player-facing name.

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Compost Pile

    Materials: Leaf × 8 (Available inventories)

    Result per action: Peat × 2 without / 4 with the player’s active Compost Chemist perk

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    View records (1)

    Compost leaves into peat

    Site-authored description; this record has no official player-facing name.

    Action details

    1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
    2. Open Compost Pile and select this recipe. If it is missing, check the recipe unlocks below.
    3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
    4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

    Technologies that unlock this action

    Materials

    • Leaf8Available inventories

    Result per action

    • Peat2 without / 4 with the player’s active Compost Chemist perk

    Mastery and inspiration

    Effect

    Used at / target:

    Cannot start? Check the full material counts, Green talent branch level 1, required extensions and the action unlock. If automatic completion is blocked, clear space in the output inventory.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Unlocked by(1)

    Used at / target: Compost Pile II

    Materials: Leaf × 16 (Available inventories)

    Result per action: Peat × 5 without / 10 with the player’s active Compost Chemist perk

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    View records (1)

    Compost leaves into peat

    Site-authored description; this record has no official player-facing name.

    Action details

    1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
    2. Open Compost Pile II and select this recipe. If it is missing, check the recipe unlocks below.
    3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
    4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

    Materials

    • Leaf16Available inventories

    Result per action

    • Peat5 without / 10 with the player’s active Compost Chemist perk

    Mastery and inspiration

    Effect

    Used at / target:

    Cannot start? Check the full material counts, Green talent branch level 1, required extensions and the action unlock. If automatic completion is blocked, clear space in the output inventory.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Plant: Wheat seed

    Used at / target: Garden Bed

    Materials: Wheat seed × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Plant: Carrot seed

    Used at / target: Garden Bed

    Materials: Carrot seed × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Plant: Flax Seed

    Used at / target: Garden Bed

    Materials: Flax Seed × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Plant: Beet Seed

    Used at / target: Garden Bed

    Materials: Beet Seed × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    No verified icon

    Plant: Cabbage seed

    Site-authored description; this record has no official player-facing name.

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Garden Bed

    Materials: Cabbage seed · quality 1 × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    View records (1)

    Plant: Cabbage seed

    Site-authored description; this record has no official player-facing name.

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Used at / target: Garden Bed

    Materials: Cabbage seed · quality 2 × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    View records (1)

    Plant: Cabbage seed

    Site-authored description; this record has no official player-facing name.

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Used at / target: Garden Bed

    Materials: Cabbage seed · quality 3 × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    View records (1)

    Plant: Cabbage seed

    Site-authored description; this record has no official player-facing name.

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    No verified icon

    Plant: Onion seed

    Site-authored description; this record has no official player-facing name.

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Garden Bed

    Materials: Onion seed · quality 1 × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    View records (1)

    Plant: Onion seed

    Site-authored description; this record has no official player-facing name.

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Used at / target: Garden Bed

    Materials: Onion seed · quality 2 × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    View records (1)

    Plant: Onion seed

    Site-authored description; this record has no official player-facing name.

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Used at / target: Garden Bed

    Materials: Onion seed · quality 3 × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    View records (1)

    Plant: Onion seed

    Site-authored description; this record has no official player-facing name.

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    No verified icon

    Plant: Pumpkin Seeds

    Site-authored description; this record has no official player-facing name.

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Garden Bed

    Materials: Pumpkin Seeds · quality 1 × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    View records (1)

    Plant: Pumpkin Seeds

    Site-authored description; this record has no official player-facing name.

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    • Pumpkin Seeds · quality 14Available inventories

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Used at / target: Garden Bed

    Materials: Pumpkin Seeds · quality 2 × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    View records (1)

    Plant: Pumpkin Seeds

    Site-authored description; this record has no official player-facing name.

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    • Pumpkin Seeds · quality 24Available inventories

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Used at / target: Garden Bed

    Materials: Pumpkin Seeds · quality 3 × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    View records (1)

    Plant: Pumpkin Seeds

    Site-authored description; this record has no official player-facing name.

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    • Pumpkin Seeds · quality 34Available inventories

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Plant: Hop Seeds

    Used at / target: Vine Trellis

    Materials: Hop Seeds × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    No verified icon

    Plant: Grape Seeds

    Site-authored description; this record has no official player-facing name.

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Vine Trellis

    Materials: Grape Seeds · quality 1 × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    View records (1)

    Plant: Grape Seeds

    Site-authored description; this record has no official player-facing name.

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    • Grape Seeds · quality 14Available inventories

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Used at / target: Vine Trellis

    Materials: Grape Seeds · quality 2 × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    View records (1)

    Plant: Grape Seeds

    Site-authored description; this record has no official player-facing name.

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    • Grape Seeds · quality 24Available inventories

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Used at / target: Vine Trellis

    Materials: Grape Seeds · quality 3 × 4 (Available inventories)

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    View records (1)

    Plant: Grape Seeds

    Site-authored description; this record has no official player-facing name.

    Action details

    This action changes or removes its target object. Check the listed object’s repair or work interaction and the materials below; the result is not necessarily an item. The replacement’s exact scene placement and follow-up behavior for this entry remain unverified.

    Materials

    • Grape Seeds · quality 34Available inventories

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 4 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 1; tools and perks can change the actual cost.

    Town construction (39)

    39 of 39 entries

    Pharmacy 1

    Used at / target: Merchant Stalls

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Town buildings: houses

    Materials: Building Kit I × 4 (Available inventories) · Wooden Kit I × 3 (Available inventories) · Iron Kit I × 1 (Available inventories)

    Result per action: Building Kit I × 1–2 (Chance: 0% without / 30% with the player’s active Builder perk) · Wooden Kit I × 1 (Chance: 0% without / 30% with the player’s active Builder perk)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Result per action

    • Building Kit I1–2Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Shop Owner I

    Effect

    Used at / target:

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Pharmacy 2

    Materials: Furniture Kit I × 4 (Available inventories) · Sculpture Kit I × 1 (Available inventories) · Glass Containers × 2 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Pharmacy 3

    Materials: Furniture Kit II × 4 (Available inventories) · Building Kit II × 3 (Available inventories) · Sculpture Kit II × 1 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Vegetable stall 1

    Used at / target: Merchant Stalls

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Town buildings: houses

    Materials: Building Kit I × 4 (Available inventories) · Wooden Kit I × 3 (Available inventories) · Iron Kit I × 1 (Available inventories)

    Result per action: Building Kit I × 1–2 (Chance: 0% without / 30% with the player’s active Builder perk) · Wooden Kit I × 1 (Chance: 0% without / 30% with the player’s active Builder perk)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Result per action

    • Building Kit I1–2Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Shop Owner I

    Effect

    Used at / target:

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Vegetable stall 2

    Materials: Furniture Kit I × 4 (Available inventories) · Glass Containers × 2 (Available inventories) · Cabbage · quality 2 × 40 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Vegetable stall 3

    Materials: Furniture Kit II × 4 (Available inventories) · Building Kit II × 3 (Available inventories) · Onion · quality 3 × 40 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Tailor 1

    Used at / target: Merchant Stalls

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Town buildings: houses

    Materials: Building Kit I × 4 (Available inventories) · Wooden Kit I × 3 (Available inventories) · Iron Kit I × 1 (Available inventories)

    Result per action: Building Kit I × 1–2 (Chance: 0% without / 30% with the player’s active Builder perk) · Wooden Kit I × 1 (Chance: 0% without / 30% with the player’s active Builder perk)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Result per action

    • Building Kit I1–2Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Shop Owner I

    Effect

    Used at / target:

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Tailor 2

    Materials: Furniture Kit I × 4 (Available inventories) · Sculpture Kit I × 1 (Available inventories) · Flax Thread × 40 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Tailor 3

    Materials: Furniture Kit II × 4 (Available inventories) · Building Kit II × 3 (Available inventories) · Fabric × 60 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Furniture workshop 1

    Used at / target: Merchant Stalls

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Town buildings: houses

    Materials: Building Kit I × 6 (Available inventories) · Wooden Kit I × 4 (Available inventories) · Iron Kit I × 2 (Available inventories)

    Result per action: Building Kit I × 1–3 (Chance: 0% without / 30% with the player’s active Builder perk) · Wooden Kit I × 1–2 (Chance: 0% without / 30% with the player’s active Builder perk) · Iron Kit I × 1 (Chance: 0% without / 30% with the player’s active Builder perk)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Result per action

    • Building Kit I1–3Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–2Chance: 0% without / 30% with the player’s active Builder perk
    • Iron Kit I1Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Shop Owner I

    Effect

    Used at / target:

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Furniture workshop 2

    Materials: Furniture Kit I × 6 (Available inventories) · Sculpture Kit I × 2 (Available inventories) · Wooden beam × 4 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Furniture workshop 3

    Materials: Furniture Kit II × 6 (Available inventories) · Building Kit II × 4 (Available inventories) · Steel Screws × 12 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Bakery 1

    Used at / target: Merchant Stalls

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Town buildings: houses

    Materials: Building Kit I × 6 (Available inventories) · Wooden Kit I × 4 (Available inventories) · Iron Kit I × 2 (Available inventories)

    Result per action: Building Kit I × 1–3 (Chance: 0% without / 30% with the player’s active Builder perk) · Wooden Kit I × 1–2 (Chance: 0% without / 30% with the player’s active Builder perk) · Iron Kit I × 1 (Chance: 0% without / 30% with the player’s active Builder perk)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Result per action

    • Building Kit I1–3Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–2Chance: 0% without / 30% with the player’s active Builder perk
    • Iron Kit I1Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Shop Owner I

    Effect

    Used at / target:

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Bakery 2

    Materials: Furniture Kit I × 6 (Available inventories) · Sculpture Kit I × 2 (Available inventories) · Flesh × 4 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Bakery 3

    Materials: Furniture Kit II × 6 (Available inventories) · Building Kit II × 4 (Available inventories) · Flesh × 8 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Fish stall 1

    Used at / target: Merchant Stalls

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Town buildings: houses

    Materials: Building Kit I × 6 (Available inventories) · Wooden Kit I × 4 (Available inventories) · Iron Kit I × 2 (Available inventories)

    Result per action: Building Kit I × 1–3 (Chance: 0% without / 30% with the player’s active Builder perk) · Wooden Kit I × 1–2 (Chance: 0% without / 30% with the player’s active Builder perk) · Iron Kit I × 1 (Chance: 0% without / 30% with the player’s active Builder perk)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Result per action

    • Building Kit I1–3Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–2Chance: 0% without / 30% with the player’s active Builder perk
    • Iron Kit I1Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Shop Owner I

    Effect

    Used at / target:

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Fish stall 2

    Materials: Furniture Kit I × 6 (Available inventories) · Sculpture Kit I × 2 (Available inventories) · Advanced Rod × 1 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Fish stall 3

    Materials: Furniture Kit II × 6 (Available inventories) · Building Kit II × 4 (Available inventories) · Pro Rod × 1 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Alchemist 1

    Used at / target: Merchant Stalls

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Town buildings: houses

    Materials: Building Kit I × 8 (Available inventories) · Wooden Kit I × 6 (Available inventories) · Iron Kit I × 3 (Available inventories)

    Result per action: Building Kit I × 1–4 (Chance: 0% without / 30% with the player’s active Builder perk) · Wooden Kit I × 1–3 (Chance: 0% without / 30% with the player’s active Builder perk) · Iron Kit I × 1 (Chance: 0% without / 30% with the player’s active Builder perk)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Result per action

    • Building Kit I1–4Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–3Chance: 0% without / 30% with the player’s active Builder perk
    • Iron Kit I1Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Shop Owner I

    Effect

    Used at / target:

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Alchemist 2

    Materials: Furniture Kit I × 10 (Available inventories) · Sculpture Kit II × 4 (Available inventories) · Blank Softcover Notebook × 4 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Alchemist 3

    Materials: Furniture Kit II × 10 (Available inventories) · Building Kit II × 4 (Available inventories) · Blank Hardcover Notebook × 4 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Jeweler 1

    Used at / target: Merchant Stalls

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Town buildings: houses

    Materials: Building Kit I × 8 (Available inventories) · Wooden Kit I × 6 (Available inventories) · Iron Kit I × 3 (Available inventories)

    Result per action: Building Kit I × 1–4 (Chance: 0% without / 30% with the player’s active Builder perk) · Wooden Kit I × 1–3 (Chance: 0% without / 30% with the player’s active Builder perk) · Iron Kit I × 1 (Chance: 0% without / 30% with the player’s active Builder perk)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Result per action

    • Building Kit I1–4Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–3Chance: 0% without / 30% with the player’s active Builder perk
    • Iron Kit I1Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Shop Owner I

    Effect

    Used at / target:

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Jeweler 2

    Materials: Furniture Kit I × 10 (Available inventories) · Sculpture Kit II × 4 (Available inventories) · Polished Bronze × 5 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Jeweler 3

    Materials: Furniture Kit II × 10 (Available inventories) · Building Kit II × 4 (Available inventories) · Polished Bronze × 10 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Builder 1

    Used at / target: Workshop Courtyard

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Town buildings: yards

    Materials: Building Kit I × 4 (Available inventories) · Wooden Kit I × 3 (Available inventories) · Iron Kit I × 1 (Available inventories)

    Result per action: Building Kit I × 1–2 (Chance: 0% without / 30% with the player’s active Builder perk) · Wooden Kit I × 1 (Chance: 0% without / 30% with the player’s active Builder perk)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Result per action

    • Building Kit I1–2Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Shop Owner I

    Effect

    Used at / target:

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Builder 2

    Materials: Furniture Kit I × 6 (Available inventories) · Marble Kit × 4 (Available inventories) · Carved Stone × 2 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Builder 3

    Materials: Furniture Kit II × 8 (Available inventories) · Building Kit II × 4 (Available inventories) · Wooden Joint × 4 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Blacksmith 1

    Used at / target: Workshop Courtyard

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Town buildings: yards

    Materials: Building Kit I × 4 (Available inventories) · Wooden Kit I × 3 (Available inventories) · Iron Kit I × 1 (Available inventories)

    Result per action: Building Kit I × 1–2 (Chance: 0% without / 30% with the player’s active Builder perk) · Wooden Kit I × 1 (Chance: 0% without / 30% with the player’s active Builder perk)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Result per action

    • Building Kit I1–2Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Shop Owner I

    Effect

    Used at / target:

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Blacksmith 2

    Materials: Furniture Kit I × 6 (Available inventories) · Marble Kit × 4 (Available inventories) · Advanced Detail × 6 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Blacksmith 3

    Materials: Furniture Kit II × 8 (Available inventories) · Building Kit II × 4 (Available inventories) · Steel Screws × 12 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Tavern 1

    Used at / target: Workshop Courtyard

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Town buildings: yards

    Materials: Building Kit I × 6 (Available inventories) · Wooden Kit I × 4 (Available inventories) · Iron Kit I × 2 (Available inventories)

    Result per action: Building Kit I × 1–3 (Chance: 0% without / 30% with the player’s active Builder perk) · Wooden Kit I × 1–2 (Chance: 0% without / 30% with the player’s active Builder perk) · Iron Kit I × 1 (Chance: 0% without / 30% with the player’s active Builder perk)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Result per action

    • Building Kit I1–3Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–2Chance: 0% without / 30% with the player’s active Builder perk
    • Iron Kit I1Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Shop Owner I

    Effect

    Used at / target:

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Tavern 2

    Materials: Furniture Kit I × 10 (Available inventories) · Marble Kit × 6 (Available inventories) · Apple Cider × 20 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Tavern 3

    Materials: Furniture Kit II × 12 (Available inventories) · Building Kit II × 6 (Available inventories) · Blueberry Cider × 20 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Brewery 1

    Used at / target: Workshop Courtyard

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Town buildings: yards

    Materials: Building Kit I × 6 (Available inventories) · Wooden Kit I × 4 (Available inventories) · Iron Kit I × 2 (Available inventories)

    Result per action: Building Kit I × 1–3 (Chance: 0% without / 30% with the player’s active Builder perk) · Wooden Kit I × 1–2 (Chance: 0% without / 30% with the player’s active Builder perk) · Iron Kit I × 1 (Chance: 0% without / 30% with the player’s active Builder perk)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Result per action

    • Building Kit I1–3Chance: 0% without / 30% with the player’s active Builder perk
    • Wooden Kit I1–2Chance: 0% without / 30% with the player’s active Builder perk
    • Iron Kit I1Chance: 0% without / 30% with the player’s active Builder perk

    Mastery and inspiration

    Complete action: +1 · Shop Owner I

    Effect

    Used at / target:

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Brewery 2

    Materials: Furniture Kit I × 10 (Available inventories) · Marble Kit × 6 (Available inventories) · Grape Juice · quality 1 × 20 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Brewery 3

    Materials: Furniture Kit II × 12 (Available inventories) · Building Kit II × 6 (Available inventories) · Grape Juice · quality 3 × 20 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Pottery workshop 1

    Used at / target: Workshop Courtyard

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Town buildings: yards

    Materials: Board × 12 (Available inventories) · Bronze Nails × 8 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Used at / target:

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Pottery workshop 2

    Materials: Wooden Plank × 12 (Available inventories) · Iron Detail × 8 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Pottery workshop 3

    Materials: Wooden beam × 8 (Available inventories) · Advanced Detail × 8 (Available inventories)

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Interact with the listed construction sign and select the building or upgrade. Confirm the materials shown in its building window; confirmation consumes those materials and applies the construction result. This is a construction action, not a production queue.

    Materials

    Fuel & worker supply (6)

    6 of 6 entries

    Zombie Power

    Used at / target: Bioreactor

    Materials: Wheat × 5 (Available inventories)

    Result per action: Zombie Power × 1

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Related entries

    Action details

    1. Prepare the quantities below in the indicated inventories. For an ingredient group, supply the whole count using one listed variant.
    2. Open Bioreactor and select this recipe. If it is missing, check the recipe unlocks below.
    3. Add the craft to the station and allow automatic progress to run; repeatedly using a tool is not required for this mode.
    4. When the player-operated automatic craft is ready, return to the station and collect its result before expecting the next queued batch.

    Materials

    • Wheat5Available inventories

    Result per action

    Mastery and inspiration

    Complete action: +1 · Undead Power I

    Effect

    Used at / target:

    Cannot start? Check the full material counts, Green talent branch level 1, required extensions and the action unlock. If automatic completion is blocked, clear space in the output inventory.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 10 ticks; this is not a duration in seconds. Perks may change the total.

    Unlocked by(1)

    Restock firewood

    Used at / target: Firewood shed I, Firewood shed II

    Materials: Firewood × 2 (Available inventories)

    Result per action: Fuel × 20 (Added to the target inventory when the action finishes)

    Base progress: 0 ticks; this is not a duration in seconds. Perks may change the total.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    This action adds fuel or reagent units to the station inventory, rather than creating ordinary items to collect. Prepare the inputs below and use the listed station’s supply action; the station gain is listed separately.

    Materials

    Added to the target inventory

    • Fuel20Added to the target inventory when the action finishes

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 0 ticks; this is not a duration in seconds. Perks may change the total.

    Zombie stone extraction

    Used at / target: Zombie Stone Quarry

    Result per action: Stone × 1

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Carry a zombie to this source and assign it to the worker slot; the handler starts the extraction job. Use the worker inspection action to check its equipment and state. The full pickup/transport route and scene behavior for this entry remain unverified; this is not a player-operated free recipe.

    Result per action

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Zombie marble extraction

    Used at / target: Zombie Marble Quarry

    Result per action: Marble × 1

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    Carry a zombie to this source and assign it to the worker slot; the handler starts the extraction job. Use the worker inspection action to check its equipment and state. The full pickup/transport route and scene behavior for this entry remain unverified; this is not a player-operated free recipe.

    Result per action

    Mastery and inspiration

    Effect

    Used at / target:

    Tool for the work action

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Place

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Used at / target: Flask shelf

    Materials: Alchemy Flasks I × 1 (Available inventories)

    Result per action: Alchemy Flasks × 5 (Added to the target inventory when the action finishes)

    Base progress: 0 ticks; this is not a duration in seconds. Perks may change the total.

    View records (1)

    Place

    Action details

    This action adds fuel or reagent units to the station inventory, rather than creating ordinary items to collect. Prepare the inputs below and use the listed station’s supply action; the station gain is listed separately.

    Materials

    Added to the target inventory

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 0 ticks; this is not a duration in seconds. Perks may change the total.

    Used at / target: Flask shelf

    Materials: Alchemy Flasks II × 1 (Available inventories)

    Result per action: Alchemy Flasks × 10 (Added to the target inventory when the action finishes)

    Base progress: 0 ticks; this is not a duration in seconds. Perks may change the total.

    View records (1)

    Place

    Action details

    This action adds fuel or reagent units to the station inventory, rather than creating ordinary items to collect. Prepare the inputs below and use the listed station’s supply action; the station gain is listed separately.

    Materials

    Added to the target inventory

    • Alchemy Flasks10Added to the target inventory when the action finishes

    Used at / target:

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 0 ticks; this is not a duration in seconds. Perks may change the total.

    Other actions (20)

    20 of 20 entries

    Red training I

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    A complete material and result summary is not available for this record. Open its details.

    More details

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Red training II

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    A complete material and result summary is not available for this record. Open its details.

    More details

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Green training I

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    A complete material and result summary is not available for this record. Open its details.

    More details

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Green training II

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    A complete material and result summary is not available for this record. Open its details.

    More details

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Blue training I

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    A complete material and result summary is not available for this record. Open its details.

    More details

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Blue training II

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    A complete material and result summary is not available for this record. Open its details.

    More details

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Materials: Ink × 1 (Available inventories) · Clean Paper × 1 (Available inventories) · Faith × 1 (Available inventories)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Ink × 1 (Available inventories) · Clean Paper × 1 (Available inventories) · Faith × 1 (Available inventories)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Ink × 1 (Available inventories) · Clean Paper × 1 (Available inventories) · Faith × 1 (Available inventories)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Ink × 1 (Available inventories) · Clean Paper × 1 (Available inventories) · Faith × 1 (Available inventories)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Used at / target: PR Machine I, PR Machine II, PR Machine III, PR Machine IV, PR Machine V

    Materials: Charged hypno-device × 2 (Available inventories)

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Used at / target: PR Machine II, PR Machine III, PR Machine IV, PR Machine V

    Materials: Newspaper × 10 (Available inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Charged hypno-device × 3 (Available inventories)

    Base progress: 8 ticks; this is not a duration in seconds. Perks may change the total.

    Used at / target: PR Machine III, PR Machine IV, PR Machine V

    Materials: Newspaper × 20 (Available inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Charged hypno-device × 5 (Available inventories)

    Base progress: 11 ticks; this is not a duration in seconds. Perks may change the total.

    50 zombie capacity for 4 weeks

    Used at / target: PR Machine IV, PR Machine V

    Materials: Newspaper × 100 (Available inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.)

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    Related entries

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Materials

    • Newspaper100Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available inventories

      Eligible alternatives (choose one):

      • Newspaper · quality 2
      • Newspaper · quality 3

    Mastery and inspiration

    Complete action: +1 · PR Manager I

    Used at / target:

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 14 ticks; this is not a duration in seconds. Perks may change the total.

    PR Machine: upgrades, inputs and zombie capacity

    80 zombie capacity for 5 weeks

    Used at / target: PR Machine V

    Materials: Newspaper · quality 3 × 100 (Available inventories)

    Base progress: 17 ticks; this is not a duration in seconds. Perks may change the total.

    Related entries

    Action details

    This action has no ordinary item output recorded. Use the listed object’s interaction and check its state after completion. The specific scripted or inventory state change for this entry remains unverified.

    Materials

    • Newspaper · quality 3100Available inventories

    Mastery and inspiration

    Complete action: +1 · PR Manager I

    Used at / target:

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 17 ticks; this is not a duration in seconds. Perks may change the total.

    PR Machine: upgrades, inputs and zombie capacity

    Used at / target: PR Machine I

    Materials: Oiled Plank × 10 (Available inventories) · Iron Detail × 8 (Available inventories)

    Base progress: 0 ticks; this is not a duration in seconds. Perks may change the total.

    Used at / target: PR Machine II

    Materials: Wooden beam × 6 (Available inventories) · Advanced Detail × 8 (Available inventories)

    Base progress: 0 ticks; this is not a duration in seconds. Perks may change the total.

    Used at / target: PR Machine III

    Materials: Wooden Joint × 6 (Available inventories) · Steel Detail × 8 (Available inventories)

    Base progress: 0 ticks; this is not a duration in seconds. Perks may change the total.

    Used at / target: PR Machine IV

    Materials: Carved Wood × 10 (Available inventories) · Engineering Details × 8 (Available inventories)

    Base progress: 0 ticks; this is not a duration in seconds. Perks may change the total.

    Used at / target: Kitchen Table, Kitchen Table II

    Materials: Dream Dust × 1 (Available inventories) · Comet's Tail × 1 (Available inventories) · Tooth × 1 (Available inventories)

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Configuration references (39)

    39 of 39 entries

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Unlocated removal configuration

    Base progress: 2 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    More details

    Action details

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 2 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Clay Plate × 3 (Available inventories) · Fuel × 10 (Fuel units) (Available inventories)

    Result per action: Ceramic Plate × 3

    Base progress: 5 ticks; this is not a duration in seconds. Perks may change the total.

    Materials: Clay Urn × 2 (Available inventories) · Fuel × 15 (Fuel units) (Available inventories)

    Result per action: Ceramic Urn × 3

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Healing Potion

    Materials: Wine × 1 (Available inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Aqua Vitae × 1 (Available inventories)

    Result per action: Healing Potion × 2 · Healing Potion × 1 (Chance: 0% without / 60% with the player’s active Alchemist perk)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Related entries

    Action details

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Materials

    • Wine1Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement. · Available inventories

      Eligible alternatives (choose one):

      • Wine · quality 1
      • Wine · quality 2
      • Wine · quality 3
    • Aqua Vitae1Available inventories

    Result per action

    Mastery and inspiration

    Complete action: +1 · Formula Master I

    Effect

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Executor conditions use the assigned worker when available, otherwise the player. Player conditions always use the player; do not combine their perks.

    Materials: Wine × 1 (Available inventories) (Ingredient group: choose one listed variant and supply its full quantity; different variants are not combined for this requirement.) · Aqua Vitae × 1 (Available inventories) · Cinnabar × 1 (Available inventories)

    Result per action: Healing Potion II × 2 · Healing Potion II × 1 (Chance: 0% without / 60% with the player’s active Alchemist perk)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Beer × 1 (Available inventories) · Aqua Vitae × 1 (Available inventories)

    Result per action: Energy Potion × 2 · Energy Potion × 1 (Chance: 0% without / 60% with the player’s active Alchemist perk)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Beer × 1 (Available inventories) · Aqua Vitae × 1 (Available inventories) · Camphor × 1 (Available inventories)

    Result per action: Energy Potion II × 2 · Energy Potion II × 1 (Chance: 0% without / 60% with the player’s active Alchemist perk)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Beer × 1 (Available inventories) · Catalyst × 1 (Available inventories) · Camphor × 1 (Available inventories)

    Result per action: Energy Potion III × 2

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Alcohol × 1 (Available inventories) · Toxic Smithing talent Potion × 1 (Available inventories) · Brimstone × 1 (Available inventories)

    Result per action: Toxic Smithing talent Potion II × 1 · Toxic Smithing talent Potion II × 1 (Chance: 0% without / 40% with the player’s active Alchemist perk)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Alcohol × 1 (Available inventories) · Toxic Farming talent Potion × 1 (Available inventories) · Brimstone × 1 (Available inventories)

    Result per action: Toxic Farming talent Potion II × 1 · Toxic Farming talent Potion II × 1 (Chance: 0% without / 40% with the player’s active Alchemist perk)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Alcohol × 1 (Available inventories) · Toxic Anatomy talent Potion × 1 (Available inventories) · Brimstone × 1 (Available inventories)

    Result per action: Toxic Anatomy talent Potion II × 1 · Toxic Anatomy talent Potion II × 1 (Chance: 0% without / 40% with the player’s active Alchemist perk)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Alcohol × 1 (Available inventories) · Toxic Building talent Potion × 1 (Available inventories) · Brimstone × 1 (Available inventories)

    Result per action: Toxic Building talent Potion II × 1 · Toxic Building talent Potion II × 1 (Chance: 0% without / 40% with the player’s active Alchemist perk)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Alcohol × 1 (Available inventories) · Toxic Book writing talent Potion × 1 (Available inventories) · Brimstone × 1 (Available inventories)

    Result per action: Toxic Book writing talent Potion II × 1 · Toxic Book writing talent Potion II × 1 (Chance: 0% without / 40% with the player’s active Alchemist perk)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Transmutation Potion I × 1 (Available inventories) · Cinnabar × 1 (Available inventories)

    Result per action: Transmutation Potion II × 2 · Transmutation Potion II × 1 (Chance: 0% without / 60% with the player’s active Alchemist perk)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Spices × 1 (Available inventories) · Camphor × 1 (Available inventories)

    Result per action: Umami × 2 · Umami × 1 (Chance: 0% without / 60% with the player’s active Alchemist perk)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Materials: Rich growth elixir × 1 (Available inventories) · Cinnabar × 1 (Available inventories)

    Result per action: Miracle growth elixir × 1

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Default alchemy configuration

    Used at / target: Alchemy Workbench

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Used at / target:

    Tool for the work action

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Unlocated scroll configuration

    Materials: Ink × 1 (Available inventories) · Clean Paper × 1 (Available inventories) · Faith × 1 (Available inventories)

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Site-authored description; this record has no official player-facing name.
    Related entries

    Action details

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Materials

    Mastery and inspiration

    Complete action: +1 · Older Scrolls I

    This action requires an unlock, but its specific unlock source has not been established. Do not assume that building the target alone reveals it.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 2; tools and perks can change the actual cost.

    Item extraction reference

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    A complete material and result summary is not available for this record. Open its details.

    Site-authored description; this record has no official player-facing name.
    More details

    Action details

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Mastery and inspiration

    Complete action: +1 · Pickpocket I

    Effect

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Configured insanity change per progress: 0.3; this is not the total cost.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

    A complete material and result summary is not available for this record. Open its details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

    A complete material and result summary is not available for this record. Open its details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

    A complete material and result summary is not available for this record. Open its details.

    Used at / target: Autopsy Table I, Autopsy Table II

    Result per action: Skin · quality 1 × 1

    Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

    Used at / target: Autopsy Table I, Autopsy Table II

    Result per action: Bones · quality 1 × 1

    Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

    Used at / target: Autopsy Table I, Autopsy Table II

    Result per action: Skull · quality 1 × 1

    Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

    Used at / target: Autopsy Table I, Autopsy Table II

    Result per action: Guts · quality 1 × 1

    Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

    Used at / target: Autopsy Table I, Autopsy Table II

    Result per action: Brain · quality 1 × 1

    Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

    Used at / target: Autopsy Table I, Autopsy Table II

    Result per action: Heart · quality 1 × 1

    Base progress: 1 ticks; this is not a duration in seconds. Perks may change the total.

    Blockage

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Church — debris pile 1

    Used at / target: Church — debris pile 1

    Materials: Bronze Detail × 1 (Available inventories) · Board × 1 (Available inventories)

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    View records (1)

    Blockage

    Action details

    Church — debris pile 1

    This entry lets you compare clearing materials, but no usable clearing location has been found for it. To clear the church, use the located debris-pile guides below.

    Base work units: 3; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

    Technology-point rewards: red 2, green 0, blue 0.

    Next actions

    Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Materials

    Used at / target:

    Tool for the work action

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Church — debris pile 4

    Used at / target: Church — debris pile 4

    Materials: Bronze Detail × 1 (Available inventories) · Board × 1 (Available inventories)

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    View records (1)

    Blockage

    Action details

    Church — debris pile 4

    This entry lets you compare clearing materials, but no usable clearing location has been found for it. To clear the church, use the located debris-pile guides below.

    Base work units: 3; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

    Technology-point rewards: red 2, green 0, blue 0.

    Next actions

    Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Materials

    Used at / target:

    Tool for the work action

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Church — debris pile 6

    Used at / target: Church — debris pile 6

    Materials: Bronze Detail × 1 (Available inventories) · Board × 1 (Available inventories)

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    View records (1)

    Blockage

    Action details

    Church — debris pile 6

    This entry lets you compare clearing materials, but no usable clearing location has been found for it. To clear the church, use the located debris-pile guides below.

    Base work units: 3; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

    Technology-point rewards: red 2, green 0, blue 0.

    Next actions

    Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Materials

    Used at / target:

    Tool for the work action

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Church — debris pile 7

    Used at / target: Church — debris pile 7

    Materials: Bronze Detail × 1 (Available inventories) · Board × 1 (Available inventories)

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    View records (1)

    Blockage

    Action details

    Church — debris pile 7

    This entry lets you compare clearing materials, but no usable clearing location has been found for it. To clear the church, use the located debris-pile guides below.

    Base work units: 3; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

    Technology-point rewards: red 2, green 0, blue 0.

    Next actions

    Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Materials

    Used at / target:

    Tool for the work action

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    Church — debris pile 8

    Used at / target: Church — debris pile 8

    Materials: Bronze Detail × 1 (Available inventories) · Board × 1 (Available inventories)

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    View records (1)

    Blockage

    Action details

    Church — debris pile 8

    This entry lets you compare clearing materials, but no usable clearing location has been found for it. To clear the church, use the located debris-pile guides below.

    Base work units: 3; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

    Technology-point rewards: red 2, green 0, blue 0.

    Next actions

    Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Materials

    Used at / target:

    Tool for the work action

    This action cannot be added to the normal crafting queue; use the object’s direct action.

    Show Progress and per-progress costsHide Progress and per-progress costs

    Base progress: 3 ticks; this is not a duration in seconds. Perks may change the total.

    Configured energy per progress: 3; tools and perks can change the actual cost.

    No verified icon

    Test town-building configuration

    Site-authored description; this record has no official player-facing name.

    Compare the recorded materials and results below. Each recipe keeps its own details.

    Materials: Stick × 4 (Available inventories)

    View records (1)

    Test town-building configuration

    Site-authored description; this record has no official player-facing name.

    Action details

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Materials

    • Stick4Available inventories
    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    • Name not established

    Materials: Stick × 8 (Available inventories)

    View records (1)

    Test town-building configuration

    Site-authored description; this record has no official player-facing name.

    Action details

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Materials

    • Stick8Available inventories

    Materials: Stick × 2 (Available inventories)

    View records (1)

    Test town-building configuration

    Site-authored description; this record has no official player-facing name.

    Action details

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Materials

    • Stick2Available inventories
    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    Entries with unconfirmed availability

    • Name not established

    Materials: Stick × 6 (Available inventories)

    View records (1)

    Test town-building configuration

    Site-authored description; this record has no official player-facing name.

    Action details

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Materials

    • Stick6Available inventories

    A complete material and result summary is not available for this record. Open its details.

    These records share the reviewed values shown here. This does not establish that they are interchangeable; their individual details remain available below.

    View records (2)

    Test town-building configuration

    Site-authored description; this record has no official player-facing name.

    Action details

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Test town-building configuration

    Site-authored description; this record has no official player-facing name.

    Action details

    These records describe test configurations, legacy states or reference operations. Their presence does not establish a usable crafting recipe or a location you can visit.

    Entries with unconfirmed availability

    These entries are related to town construction, but we have not confirmed where you can find or use them in normal play. Expand this section if you want to check their related recipes.

    How to read this reference

    Counts refer to exported records, including quality variants. Base prices are configuration values, not a promise of the amount a merchant will pay. A missing field is unknown here, not zero. Group labels describe the recorded relationships.

    Sources

    Recipe quantities and chances: recipe configuration, perk add/remove parameters, executor selection and output evaluation. Progress values are ticks, not seconds; costs are configured per progress. Quality and weighted groups require their own result rules.

    Frozen Windows game files and code verification; no game-save playtest or other-platform verification.

    Evidence policy · Data updates