Frankenstein Table
Statistics
500HEALTH
3 slotsSTORAGE
2dDECAY DELAY
4dDECAYS IN
YesLOCKABLE
100%DROPS LOOT
Crafting recipe
200 Workbench Level 1
Craft time
WB1 15s
WB2 −50% 7.5s
WB3 −75% 3.8s
Repair when placed
A damaged Frankenstein Table can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
Hammer Placed repair
×100 Repair
Worn Frankenstein Table can be restored at a Repair Bench. A full repair costs a fraction of the original materials.
Repair bench No blueprint needed
×41 Damage type Reduction Damage taken
Arrow 100% 0%
Bite 100% 0%
Radiation 100% 0%
Bullet 90% 10%
Blunt 50% 50%
Heat 50% 50%
Slash 50% 50%
Stab 50% 50%
Reduction is how much of that damage type never lands. Damage taken is the rest: at 50% reduction a hit for 100 does 50. A negative reduction means the hit lands harder than it would bare.
RecyclerGuaranteed outputExtra chance output
Green 50%
×100 None
Green (powered) 60%
×120 None
Red 75%
×150 None
Yellow 40%
×80 None
Explosive NeededPer hitDudsRaw cost
Timed Explosive Charge ×1550—
2,200
3,000
200
100
60
5
4
Rocket ×2312.5—
2,800
3,900
200
80
60
8
Satchel Charge ×227520%
960
1,440
160
80
40mm HE Grenade ×862.5—
680
960
40
80
12
8
Beancan Grenade ×86515%
960
1,440
160
High Velocity Rocket ×1245—
2,400
3,600
240
24
Survey Charge ×3614—
2,160
3,240
360
720
180
Explosive 5.56 Rifle Ammo ×3913—
975
1,170
195
Homing Missile ×4212—
4,200
6,300
1,890
126 From full health (500 HP), each one placed on it: damage per hit is after its protection. Duds are throws that fizzle and need another throw, not counted in Needed. Costs are for the whole count, crafted from raw materials.
Code Lock
Flight Control Codelock
Key Lock