Improve organ II Skin
Hits and energy by mastery
It takes 6 ticks and can't progress below 5 blue mastery. Each hit adds a tick per full multiple of that requirement, up to 3:
| Mastery | Ticks per hit | Hits | Energy |
|---|---|---|---|
| 5+ | 1 | 6 | 12 |
| 10+ | 2 | 3 | 6 |
| 15+ | 3 | 2 | 4 |
Tools on the belt and perks add mastery; a zombie always works at the requirement.
Recipe
Takes
- 1×Any skin
- 1×Organ Improver
Makes
- 1×Skin
At Formulation Bench · 6 ticks · 12 energy
Need several, or the whole chain? The crafting planner works it out down to raw materials.
Perks that change it 2
- Formula oneKeeper+4 mastery
- Mad necrochemistZombie+3 mastery
Overview
- Kind
- Craft
- Station
- Formulation Bench
- Mastery
- Blue mastery
- Mastery required
- 5
- Ticks
- 6
- Energy per tick
- 2
- Game ID
organ_improver_red_skin
Raw game dataAs stored in the game's GameBalance
- kindcraft
- stations[formulation_bench]
- talenttalent_blue
inputs[2]
0{4}
- idgr_skin
- count1
- groupitems
- anyOf[skin_0_0:1, skin_1_0:1, skin_2_0:2, skin_1_2:2, skin_3_0:3, skin_1_3:3]
1{2}
- idorgan_improver_red
- count1
outputs[1]
0{2}
- idskin_3_0:3
- count1
- duration6
- energyPerTick2
- insanityPerTick0.15000000596046448
- masteryLock5
- needsUnlocktrue
- linkedPerks[perk_formula_one, zperk_formulation_talent]
techPoints{2}
- red1
- blue2