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General Information
In order to start cooking, you need a few things:
- At least level 1 of Cooking
- A kitchen
- Ingrediants
Cooking Levels
- Level 1: 100 carrots, 100 onions, 100 leeks, 50 Garlic, 50 cabbage, and 50 grilled fish.
- Level 2: 7 Bleeding Hand, 7 Colts Foot, 7 Camels Mane, 7 Eye of Osiris, 7 Peasants Foot, 7 Ra's Awakening, 7 Sand Spore Mushrooms.
- Level 3: 10 Common Sage, 10 Common Basil, 10 Common Rosemary herbs.
The higher the level of cooking you have, the greater the stats you get from meals (Specific data on scaling needed). It is generally advised against making herb expensive meals until you have the highest cooking level available.
Ingredients
There are many things which can be mixed into a kitchen to make food (complete list at
Food Types). Meats, fish, vegetables, herbs, mushrooms, and other miscellaneous are the main categories of ingredients. There are two ways to add ingredients. Most ingredients are added through the "Mix..." menu on a kitchen. A few special ingredients are added differently:
In order to use these ingredients as food, you must make them and leave them in the kitchen. You cannot take them out and add them later. Ink and gunpowder are edible, though this is probably a bug. When making these, you have to make the full amount (500 ink or 10 gunpowder) and take any excess of the item out, leaving the desired amount in the kitchen. It is recommended that you don't use Ink or Gunpowder in your cooking, because it's probably a bug, but if you're looking for an extra edge then go for it.
Servings
When preparing meals, you mix various amounts of edible
resources in the kitchen, and then cook it into a meal. The serving size of the meal will be 1/7 the number of edible items you mixed into the meal (rounded down). You may also leave flax oils or cabbage juice in the kitchen after crushing them, and they will become a sauce for your meal. Sauces do effect serving size, but the kitchen's display ignores them.
Freshness
Meals remain fresh for about two days. There is some evidence that the freshness of the food changes the effect the food has when eaten. Further research on freshness can be found at
Freshness. Adding 1
salt to a meal will increase the freshness by 2 days.
Eating the Food
When eating food, there are four possible results.
- "You eat a bit, but the food doesn't really do anything for you." This means that the timer length of the food is negative.
- "You eat the (name)" This means the food has a positive timer length, and whatever benefits it might give will be in effect until the timer runs out.
- "Yuck! It's spoiled!" This means the food has gone bad and you can no longer palate it.
- Masterpiece message. The food will change your stats as a normal stat changing recipe, but it will also affect your Gastronomy. Check Masterpieces for more information.
Checking the Recipe
You can check what the current recipe (set of ingredients) currently in the kitchen is by choosing "Show the recipe" (note this doesn't show flax seed oil, gunpowder, ink, cabbage juice, etc - check these by looking at the "Take.." option). If you add an ingredient in multiple small groups, it will show up separately (ex: "1 Perch, 6 Perch"), but this does not have any effect - order of mixing and whether or not it's split up doesn't matter.
Cooking for Stats
Every ingredient has a set of between two and four attributes it changes. It will change a maximum of two positive, and a maximum of two negative. However, the more an ingredient is used globally, the less potent those changes will be. The basic ingredients like meats, fish, vegetables, etc are used so commonly that they barely have an effect on the resulting stats of a meal. Very common herbs also tend to have a low potency.
When designing a recipe to change stats, you normally use basic ingredients, common mushrooms, and common herbs in larger quantities to make the base. You use small quantities of many types of herbs as additives.
The Base
The base will be composed of meats, fish vegetables, mushrooms, misc foods, and common herbs. The purpose of the base to prop up the recipe's duration, and to provide filling to create a good number of servings. The duration is based on a somewhat complicated calculation of the interaction between all the ingrediants in a recipe. It is not something that is recommended to do by hand, but the procedure for doing so is described on
Timer Length.
There is a couple tools which have been programmed to help automate the task of coming up with good bases. The first is Cordon Bleu created by Kinniken, which allows you to add ingredients in various amounts and predicts the duration of the recipe. The second is Cooking Assistant by Gada which uses a genetic algorithm to generate high duration bases automatically. Using one or both of these programs to come up with bases is recommended.
An ongoing research effort to fill in data describing the reactions between every ingredient continues so that we may make better predictions on recipe durations and make longer lasting recipes.
If you don't want to come up with your own bases, you can use predesigned bases from Bases.
Additives
Every ingredient changes stats, as listed in
BaseEffects, but only rarer ingredients, specifically herbs, are potent enough to change stats in a large recipe. In order to design a recipe, you need to know which herbs to use to acheive the desired set of stat changes. You can do this by manually figuring out which herbs to use from this page of raw data,
Nutrients, or by using the
Herb Stats Tool by Chichis. When adding herbs, you should use less debens of each herb than the least amount of debens of an ingrediant in the base. For example, if the smallest ingrediant in the base is 4 mutton, you should use no more than 3 of each herb.
Cooking for Gastronomy
Certain combinations of food have a chance to be
Masterpieces. Masterpieces increase your Gastronomy skill.
Subpages
Note that this includes numerous outdated pages and does not include other important pages.