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This page details the effect on cooking, combination, and the relevant ingredients.

Cooking Mechanics + Tips Edit

  • Duplicate of the same effect will not double the solo effect result
    • However If one of the ingredient has multiple effect and one of which is already taken by the second ingredient then the final result will have both be a solo effect or the same type OR different type
    • There is also small chance for two or more solo effect to appear if there are two or more ingredient have multiple effects but is partially within the same category
  • Combined effect is caused when two compatible but different effect combine into one special effect
    • If no combined effect listed then there aren't any combined effect that can be made
    • Combined effect randomly chose whether theirs is to be the primary effect, or the secondary effect. If one is chosen then the latter becomes the opposite
  • Spicer skill lets you pick a third ingredient
    • It is possible to get twice the effect of the same category if one is a solo effect and the other is a combined effect
    • The second effect is guranteed to be a combined effect with the exception of condition listed below:
    • If one of the three ingredient has no combined effect then there are chance for all three solo effect to appear
    • If one of the three ingredient has two effect category and one of its effect is already taken by one of the other ingredient then there are chance for all three solo effect to appear. The third solo effect will the one of the effect from the that the latter ingredient didn't take
      • There will also be chance for the un-taken solo effect to instead not appear at all
  • Carbide Chef skill lets you pick one out of three possible effect and saves the recipe to later be shared and used by yourself
    • When an ingredient has more than one effect, the skill will choice one of the effect at random and the rest of the combination will based on only the chosen effect
  • Tasty is a random chance effect that would otherwise give random stats to the cooking. It has a small chance to happen when a meal is eaten when hungry but is guaranteed when a salt is added to the recipe
  • Liquid recipes must be pure and unmixed, otherwise you get no effect from cooking with it; the sole exception is dilute salt, which remains usable.
  • If an ingredient has more than one effect then its effect will be picked at random
  • Merchants by the Six-Day Stilt has a chance to be a specialized in selling cooking recipes, ingredients, or rare liquids
  • Canned Have-It-All is the only usable ingredient that actually picks one of the effects at random

Basic Cooking Effects Edit

HP Based Effects Edit

Solo Effects

  • +10-15% Max Health Bonus

Combined Effects

  • <primary effect>, gives 15% chance to heal to full
  • <primary effect>, gives +30-40% Max Health Bonus for 1 Hour
  • When you take damage, 8-10% chance of gaining <secondary effect>
  • When health drops below 20%, gain <secondary effect>

Ingredients

Healing and Regeneration Based Effects Edit

Solo Effects

  • +10-15% Regeneration Bonus
  • +8-12 on bleeding save rolls

Combined Effects

  • <primary effect> heals you for 15-20 HP
  • <primary effect> stops your bleeding
  • When you take damage, 8-10% chance of causing <secondary effect>
  • Using Salve Injector or Ubernostrum Injector causes <secondary effect>

Ingredients

Disease Prevention and Curing Based Effects Edit

Solo Effect

  • +3 on disease save rolls, useful when preventing disease caused by Golgotha
  • Illness lasts for only 1/10 of its usual time
    • These two above are the only solo food effect that is actually able to stack on top of eachother

Combined Effect

  • Whenever you eat raw Yuckwheat Stem you gain <secondary effect>
  • Whenever you drink Honey you gain <secondary effect>
  • <primary effect> causes you to be immune from disease for 6 Hour
  • <primary effect> instantly cures your illness (not disease)
  • <primary effect> cures an incubating disease with a 25% chance

Ingredients

Fungus Based Effects Edit

Solo Effect

  • 75% chance that itchy skin doesn't become fungal infection
  • +300 rep to fungus, doesn't prevent them from puffing and infecting you out of reflex however

Combined Effect

  • <primary effect> makes you immune to fungal spore (and itchy skin to an extension) for 6 hours
  • Getting itchy skin causes <secondary effect>
  • Eating any mushroom causes <secondary effect>

Ingredients

Taste Based Effects Edit

Solo Effect

  • Guaranteed to be Tasty if eaten while hungry

Random Taste Effects

  • +1 On random Attributes
  • +1 Chance to hit
  • +1 MA (mental armor)
  • +3% Quickness
  • +10% Regeneration
  • +10% Hit Point

Ingredient

  • Salt found in abundance at the Great Salt Desert or from Salt Weep
  • Dilute Salt, produced by dropping salty water on the ground and then gathering it back up.

Water and Thirst Based Effects Edit

Solo Effects

  • You thirst at half the rate

Combined Effects

  • <primary effect> makes you not thirst for for 12 hour
  • Drinking water has 25% chance to cause <secondary effect>

Ingredients

Quickness Based Effects Edit

Solo Effect

  • +4-5% Quickness

Ingredients

  • Cider can be bought from food merchant and apple farmers or gathered rarely ruin vases alongside with Wine

Heat and Fire Based Effects Edit

Solo Effects

  • +10-15 Fire resistance
  • Can use Flaming Hands at level 1-2, if you already had said skill, then its level increases by 2-3
  • Can use Pyrokinesis at level 1-2, if you already had said skill, then its level increases by 2-3
  • Can use Fire Breath at level 1-2. If you already have Fire Breath, it's enhanced by 2-3 levels.2

Combined Effects

  • <primary effect> gives you 40-50 fire resistance for 6 hour
  • <primary effect> gives you 125-175 fire resistance for 50 turns
  • <primary effect> causes you to activate Flaming Hands at mutation level 5-6
  • <primary effect> causes you to toasts your surrounding with Pyrokinesis at mutation level 5-6
  • When you are set on fire, you gain <secondary effect>
  • When you deal fire damage, you have 10% chance to gain <secondary effect>

Ingredients

Cold Based Effects Edit

Solo Effect

  • +10-15 Cold Resistance
  • Can use Freezing Hands at level 1-2, if you already had said skill, then its level increases by 2-3
  • Can use Cryokinesis at level 1-2, if you already had said skill, then its level increases by 2-3
  • Can use Ice Breath at level 1-2. If you already have Ice Breath, it's enhanced by 2-3 levels.

Combined Effect

  • <primary effect> gives you 40-50 cold resistance for 6 hour
  • <primary effect> gives you 125-175 cold resistance for 50 turns
  • <primary effect> causes you to activate Freezing Hands at mutation level 5-6
  • <primary effect> causes you to freeze your surrounding with Cryokinesis at mutation level 5-6
  • Being slowed by cold (or frozen) causes <secondary effect>
  • When you deal cold damage there is 25% chance to cause <secondary effect>

Ingredients

Electric Based Effects Edit

Solo Effects

  • +10-15 Electric Resistance
  • Can use Electrical Generation at level 1-2, if you already had said skill, then its level increases by 2-3
  • Can use Electromagnetic Pulse at level 2-3, if you already had said skill, then its level increases by 3-4

Combined Effects

  • <primary effect> gives you 40-50 electric resistance for 6 hour
  • <primary effect> gives you 125-175 electric resistance for 50 turns
  • <primary effect> causes you to discharge Electrical Generation at level 5-6
  • <primary effect> causes you to release Electromagnetic Pulse at level 8-9
  • When you deal electric damage, there is 25% chance of causing <secondary effect>

Ingredients

Acid Based Effects Edit

Solo Effect

  • +10-15 Acid Resistance
  • Can use Corrosive Gas Generation at level 1-2, if you already had said skill, then its level increases by 2-3
  • Can use Corrosive Breath at level 1-2. If you already have Corrosive Breath, it's enhanced by 2-3 levels.

Ingredients

  • Acid found in abundance at golgotha if you're willing to take the risk

Minor Damage Reflection Based Effects Edit

Solo Effects

  • Reflects 3-4% damage to your attackers, rounded up
  • You can release Quills as if you have that mutation at level 5-6, if you already had said skill, then its level increases by 3-4

Combined Effects

  • <primary effect> causes you to expel Quills as if you have that mutation at level 8-9
  • When you take damage, 8-10% chance of gaining <secondary effect>
  • Reflecting damage has 50% chance to cause <secondary effect>

Ingredients

Major Damage Reflection Based Effects Edit

Solo Effects

  • Reflect 15-18% damage back at your attacker, rounded up

Combined Effects

  • <primary effect> cause you to reflect 100% damage the next 3 times for 50 turns
  • Whenever you reflect damage, there's 100% to cause <secondary effect>
  • Whenever you take damage, there's 16-20% chance to cause <secondary effect>

Ingredients

Fear Based Effects Edit

Solo Effects

  • +2 MA (mental armor)
  • Can use Intimidate, if you already had said skill, then its +2 ego is added to the roll when you use intimidate

Combined Effects

  • <primary effect> makes you immune to fear for 6 hour
  • <primary effect> intimidates creatures around you
  • When you gets afraid you cause <secondary effect>
  • Eating Dreadroot Tuber or Lah Petals causes <secondary effect>

Ingredients

Slime Based Effects Edit

Solo Effect

Ingredients

Phasing Based Effects Edit

Solo Effect

  • Phasing lasts twice as long
  • When taking damage, there is 15-20% chance that you phase out for 8-10 turns
  • Can use Phasing at level 1-2, if you already had said skill, then its level increases by 2-3

Combined Effects

  • <primary effect> makes you immune to phasing for 2 hour
  • <primary effect> phases you out for 20 turns
  • Phasing in causes <secondary effect>
  • Phasing out causes <secondary effect>

Ingredients

Teleportation Based Effects Edit

Solo Effects

  • Taking damage has 20-25% chance of teleporting you randomly
  • Can use Teleport Other at mutation level of 1-2, if you already had said skill, then its level increases by 2-3

Combined Effects

  • <primary effect> teleports all creatures surrounding you randomly
  • <primary effects> causes you to teleport
  • Teleporting causes <secondary effect>

Ingredients

Stability Based Effects Edit

Solo Effects

Ingredients

Cloning Based Effects Edit

Solo Effects

  • Causes you to multiply 1 to 3 times

Ingredients

Volatile Density Based Effects Edit

Solo Effects

  • +1 AV Permanently or Small Chance of Gravitational Collapse (Instant death)
    • Very risky to do unless you have precognition or disabled permadeath

Ingredients

Self-Poisoning Based Effects Edit

Solo Effects

  • Poisons You

Ingredients

Self-Diseasing Based Effects Edit

Solo Effects

  • Rot your tongue away (gives you Glotrot)

Ingredients

Secret-Based Effects Edit

Solo Effects

  • Reveals a random secret to the player, of the sort traded via the Water Ritual.

Ingredients

Darkness-Based Effects Edit

Solo Effects

  • +4 DV

Ingredients

Artifact-Based Effects Edit

Solo Effects

  • Can use Psychometry at level 4-5, if you already had said skill, then its level increases by 5-6

Combined Effects

  • Whenever you identify an artifact, <secondary effect>
  • <primary effect> causes you to identify all artifacts on the local map.

Ingredients

Willpower-Based Effects Edit

Solo Effects

  • +4 Willpower

Ingredients

Random-Based Effects Edit

Solo Effects

  • Can by any of the basic effects, the effect is chosen at random but the three selection are always based on the one chosen effect

Combined Effects

  • Can be any of the basic effect, the effect is chosen at random but the three selection are always based on the one chosen effect

Ingredients

Photosynthetic Skin EffectsEdit

The Photosynthetic Skin mutation offers two unique ingredients, which provide benefits identical to the effect of basking in the sunlight. Their effectiveness depends on the level of your Photosynthetic Skin mutation at the time when you eat them.

Note that the in-game descriptions of the two photosynthetic skin ingredients are currently swapped and do not reflect what they actually do.

LigninEdit

Solo Effects

  • +(Photosynthetic Skin level + 3) / 2 Quickness

Ingredients

StarchEdit

Solo Effects

  • +20% + (Photosynthetic Skin level * 4)% regeneration

Ingredients

Breather Gland Paste Effects Edit

There are various type to these which are butchered from Breather. The Breather Gland Paste are the one used as cooking ingredient. Concentrated version of the ingredients are obtained from the elder variation which are twice as potent as the normal ingredients.

Fire Breathing Based Effects Edit

Solo Effects

  • Can use Fire Breath at level 5. If you already have Fire Breath, its level is increased by 5
  • (Concentrated) Can use Fire Breath at level 10. If you already have Fire Breath, its level is increased by 10

Ingredients

  • Flamebeard Gland Paste
  • Concentrated Flamebeard Gland Paste

Cold Breathing Based Effects Edit

Solo Effects

  • Can use Ice Breath at level 5. If you already have Ice Breath, its level is enhanced by 5
  • (Concentrated) Can use Ice Breath at level 10. If you already have Ice Breath, its level is enhanced by 10

Ingredients

  • Sleetbeard Gland Paste
  • Concentrated Sleetbeard Gland Paste

Corrosive Gas Breathing Based Effects Edit

Solo Effects

  • Can use Corrosive Breath at level 5. If you already have Corrosive Breath, its level is enhanced by 5
  • (Concentrated) Can use Corrosive Breath at level 10. If you already have Corrosive Breath, its level is enhanced by 10

Ingredients

  • Tartbeard Gland Paste
  • Concentrated Tartbeard Gland Paste

Normality Gas Breathing Based Effects Edit

Solo Effects

  • Can use Normality Breath at level 5. If you already have Normality Breath, its level is enhanced by 5
  • (Concentrated) Normality Breath use Normality Breath at level 10. If you already have Normality Breath, its level is enhanced by 10

Ingredients

  • Nullbeard Gland Paste
  • Concentrated Nullbeard Gland Paste

Poison Gas Breathing Based Effects Edit

Solo Effects

  • Can use Poison Breath at level 5. If you already have Poison Breath, its level is enhanced by 5
  • (Concentrated) Can Poison Breath at level 10. If you already have Poison Breath, its level is enhanced by 10

Ingredients

  • Gallbeard Gland Paste
  • Concentrated Gallbeard Gland Paste

Stun Gas Breathing Based Effects Edit

Solo Effects

  • Can use Stun Breath at level 5. If you already have Stun Breath, its level is enhanced by 5
  • (Concentrated) Can use Stun Breath at level 10. If you already have Stun Breath, its level is enhanced by 10

Ingredients

  • Stillbeard Gland Paste
  • Concentrated Stillbeard Gland Paste

Confusion Gas Breathing Based Effects Edit

Solo Effects

  • Can use Confusion Breath at level 5. If you already have Confusing Breath, its level is enhanced by 5
  • (Concentrated) Can use Stun Gas Breath at level 10. If you already have Confusion Gas Breath, its level is enhanced by 10

Ingredients

  • Mazebeard Gland Paste
  • Concentrated Mazebeard Gland Paste

Sleep Gas Breathing Based Effects Edit

Solo Effects

  • Can use Sleep Breath at level 5. If you already have Sleep Breath, its level is enhanced by 5
  • (Concentrated) Can use Sleep Breath at level 10. If you already have Sleep Gas Breath, its level is enhanced by 10

Ingredients

  • Dreambeard Gland Paste
  • Concentrated Dreambeard Gland Paste
Mechanics t
Gameplay Mechanics Achievements - Character Creation(Calling - Arcologies) - Cooking and Gathering - Cooking Recipes - Desecration - Dismemberment - Journal - Faction Hero - Psychic Glimmer- Psychic Assassin - Modification - Relic - Scrap & Bits - Tinkering - Trade - Water Ritual - Reputation - Wish/Cheats - World Map
Character Mechanics Attributes - Quickness - Move Speed - AV - DV - Mental Armor - Hitpoints - Experience - Temperature - Skills - Mutation - Cybernetics - Mutants - True Kin
Major Categories Artifacts - Armor & Equipment - Weapons - Monsters - Factions - Locations - Quests
Elemental Damages > Acid - Electrical - Cold - Heat - Astral - EMP - Explosive - Light - Mental - Vibration
Status Effects > Astrally Burdened - Astrally Tethered - Bleeding - Confused - Dazed - Fates Have Their Way - Fear - Flaming - Frozen - Ill - Itchy Skin - Lovesick - Paralyzed - Phased - Poison - Prone - Sleep - Slipped - Sprinting - Stuck - Stunned
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