Skip to content
Melvor Idle 2
Skills & guides
Official Cooking skill icon showing a piece of meat on a bone.

Cooking proficiency, burned food and Chef’s Hat

Cooking success depends on proficiency versus the recipe’s difficulty. Failed attempts give neither the cooked product nor Cooking XP. A stock of 100 raw ingredients therefore does not guarantee 100 meals.

Calculate the displayed success chance

The demo snapshot uses:

success = clamp((69 + proficiency) / (69 + difficulty), 0, 1)

Proficiency starts from Cooking level plus its flat bonuses. Difficulty is the recipe’s difficulty after its modifiers. Reaching proficiency equal to difficulty gives 100% success under this formula.

For an illustrative difficulty of 60, proficiency 40 gives 109 / 129, or about 84.50%. Adding 10 proficiency gives 119 / 129, about 92.25%. Across 100 attempts, those are expected averages of about 84.5 and 92.2 successful attempts before output bonuses, not guaranteed totals.

Chef’s Hat and temporary supplies

Chef’s Hat gives +10 Cooking Proficiency and +1% input preservation in the Cooking Helmet slot. It is a rare reward from the Chef Thieving target. That acquisition involves Thieving’s success chance and damage; the hat is not a risk-free purchase.

Rabbit Oven Mitts and other Beastcrafting equipment offer a different route to skill bonuses. Read whether an item is a consumable before treating its effect as permanent. The displayed chance after equipping it is the value to use for the chosen recipe.

Budget failures separately from doubling

A failed attempt may still spend its ingredients. Input preservation, and preservation specifically on failure, can spare them; output doubling only affects a successful product. Doubling cannot turn a burned attempt into success.

For a planned supply, start with the required meals, then allow for Cooking failures and any downstream consumption. The batch planner deliberately models guaranteed artisan recipes rather than promising exact food from chance-based Cooking.

After Cooking, select the food for combat. Meals sitting in the bank do not by themselves establish that the right food is selected or that a lethal hit is survivable.

Sources

  1. Demo 0.11.2 action formulasVersioned game-rule inspection for gathering, artisan production, Cooking and Thieving; base values exclude equipment and supply-chain costs.
  2. Demo 0.11.4 item and equipment factsEquipment slots, consumables and numeric item effects in Demo 0.11.4. Item definitions and acquisition conditions are separate fields.
  3. Player Cooking discussionPlayers compare food success with the extra time and ingredients needed.

Privacy