Skull Spikes
Statistics
200HEALTH
8hDECAY DELAY
12hDECAYS IN
Crafting recipe
150
1 Workbench Not required
Craft time
NO WB 15s
WB1 −50% 7.5s
WB2 −75% 3.8s
WB3 −75% 3.8s
Repair when placed
A damaged Skull Spikes can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
Hammer Placed repair
×75
×1 Repair
Worn Skull Spikes can be restored at a Repair Bench. A full repair costs a fraction of the original materials.
Repair bench No blueprint needed
×31
×1 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%
×75
50% Green (powered) 60%
×90
60% Red 75%
×112
50%
75% Yellow 40%
×60
40% Explosive NeededPer hitDudsRaw cost
Homing Missile ×1262—
100
150
45
3
Rocket ×1312.5—
1,400
1,950
40
4
100
30
Satchel Charge ×127520%
480
720
80
40
Timed Explosive Charge ×1550—
2,200
3,000
100
4
200
60
5
High Velocity Rocket ×2195—
400
600
40
4
40mm HE Grenade ×462.5—
340
480
40
4
20
6
Beancan Grenade ×46515%
480
720
80
Survey Charge ×1514—
900
1,350
150
300
75
Explosive 5.56 Rifle Ammo ×1613—
400
480
80 From full health (200 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.