Steel Zombie Collar
Hits and energy by mastery
It takes 16 ticks and can't progress below 12 red mastery. Each hit adds a tick per full multiple of that requirement, up to 3:
| Mastery | Ticks per hit | Hits | Energy |
|---|---|---|---|
| 12+ | 1 | 16 | 48 |
| 24+ | 2 | 8 | 24 |
| 36+ | 3 | 6 | 18 |
Tools on the belt and perks add mastery; a zombie always works at the requirement.
Recipe
Takes
- 1×Steel Ingot
- 1×Blue Crystal
- 10×Faith
Makes
At Jewelry Table · 16 ticks · 48 energy
Need several, or the whole chain? The crafting planner works it out down to raw materials.
Perks that change it 6
- GoldsmithKeeperstarts 2 ticks ahead (count as successes), -1 energy
- Talented jewelerKeeper+4 mastery
- Tempering ExpertKeeper+2 mastery
- Master BlacksmithZombie+6 mastery
- Dead jewelerZombiestarts 2 ticks ahead (count as successes)
- Corpse jewelerZombie+3 mastery
Overview
- Kind
- Craft
- Station
- Jewelry Table
- Mastery
- Red mastery
- Mastery required
- 12
- Ticks
- 16
- Energy per tick
- 3
- Game ID
collar_steel
Unlocked by 1
Raw game dataAs stored in the game's GameBalance
- kindcraft
- stations[jeweler_table]
- talenttalent_red
inputs[3]
0{2}
- idingot_steel
- count1
1{2}
- idcrystal_goddess
- count1
2{2}
- idfaith
- count10
outputs[1]
0{2}
- idcollar_steel
- count1
- duration16
- energyPerTick3
- insanityPerTick0.15000000596046448
- masteryLock12
- needsUnlocktrue
- linkedPerks[perk_jeweller, perk_talented_jeweler, perk_tempering_expert, zperk_master_blacksmith, zperk_jeweller, zperk_jeweller_talent]
techPoints{2}
- red2
- blue2