Fine Jewelry
Hits and energy by mastery
It takes 16 ticks and can't progress below 14 red mastery. Each hit adds a tick per full multiple of that requirement, up to 3:
| Mastery | Ticks per hit | Hits | Energy |
|---|---|---|---|
| 14+ | 1 | 16 | 48 |
| 28+ | 2 | 8 | 24 |
| 42+ | 3 | 6 | 18 |
Base price of what it makes: 50,000, of what it takes: 10,600 (+39,400, +820.83 per energy at 14 mastery).
Tools on the belt and perks add mastery; a zombie always works at the requirement.
Recipe
Takes
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 4
- GoldsmithKeeperstarts 2 ticks ahead (count as successes), -1 energy
- Talented jewelerKeeper+4 mastery
- Dead jewelerZombiestarts 2 ticks ahead (count as successes)
- Corpse jewelerZombie+3 mastery
Overview
- Kind
- Craft
- Station
- Jewelry Table
- Mastery
- Red mastery
- Mastery required
- 14
- Ticks
- 16
- Energy per tick
- 3
- Game ID
jewelry
Raw game dataAs stored in the game's GameBalance
- kindcraft
- stations[jeweler_table]
- talenttalent_red
inputs[2]
0{2}
- idtrinkets_gold
- count1
1{2}
- idgem
- count1
outputs[1]
0{2}
- idjewelry
- count1
- duration16
- energyPerTick3
- masteryLock14
- needsUnlocktrue
- linkedPerks[perk_jeweller, perk_talented_jeweler, zperk_jeweller, zperk_jeweller_talent]
techPoints{2}
- red10
- blue5