Curio

Curios are equipment items that can be made by the player at a Curio Workshop, and offer some kind of utility effect when used. While many are used up as soon as they are placed, there are a few that provide lingering, and sometimes permanent, effects. Once a curio has been crafted at the appropriate Curio Workshop, it can then be crafted a limitless number of times, even while not at camp.

## Simple Curios

Simple Curios are created at the Simple Curio Workshop, which is available to build at all times. There are 4 curios that can be made at the Simple Curio Workshop.

### Aether Ward

Material Cost:

* 2x Glowstone Shards
* 1x Shoe Lace

The Aether Ward recipe yields 3 items for each time you craft it, and is the only recipe that uses Shoe Laces.

Aether Wards repel the aether in an area around the player when used for 16 seconds, allowing safe travel between islands on foot.

### Waypoint

Material Cost:

* 2x Glowstones
* 1x Duct Tape

Waypoints, once placed, can be linked together with Supply Trucks, the Depot, and other Waypoints in order to create rails. Rails are used to deliver supplies from Supply Trucks to your Depot for use, and can also be used by the player as a quick means of travel, and one that does not require Aether Wards. Waypoints also repel the aether in a small area around their base. Waypoints can be dismantled by the player, which will instantly sever all connections, and place the Waypoint in that player's inventory after a 10 second countdown.

### Healing Salve

Material Cost:

* 2x Yarrow
* 2x Skullcap

Healing Salves recover approximately half of the player's maximum health when used. Yarrow and Skullcap are only used to make healing items, and it never hurts to have a few on hand just in case.

### Apparition Charm

Material Cost:

* 5x Glowstone Shard

An Apparition Charm, after a long use time, will return the player using it to the Depot from anywhere. They can be useful in situations where you become stuck, or are far from camp when a raid is about to happen.

## Advanced Curios

More advanced curios can be made at an Advanced Curio Workshop, which becomes available at camp level 3. This workshop adds 15 new recipes to the list.

### Glowstone and Glowstone Cluster

Material Cost:

* Glowstone: 3x Glowstone Shard
* Glowstone Cluster: 6x Glowstone Shard

These two recipes can be used to convert Glowstone Shards into higher tier Glowstones. These recipes are incredibly useful at lower levels, where drops of Glowstones and Glowstone Clusters are more rare, and its cheaper to buy 3 Glowstone Shards from Magpie than to buy a Glowstone.

### Dowsing Rods

Material Cost:

* 4x Glowstone Clusters
* 1x Twig
* 10x Charms

The Dowsing Rod recipe yields 10 items each time it is crafted. When used, the Dowsing Rod sends a wave out from the player, highlighting with both visual and audio cues things like loot, loot containers, supply trucks, aether brambles, and hibernating Drakes. They can be incredibly useful in locating difficult to find any aether brambles or supply caches in difficult to see locations.

### Sun Call and Moon Call

Sun Call Material Cost:

* 5x Glowstone Shards
* 5x Leaf Bundle
* 10x Charms

Moon Call Material Cost:

* 5x Glowstone Shards
* 5x Twigs
* 10x Charms

The Sun Call, when used, will set the current time to sunrise (the bottom left of the clock), and all Drakes will be treated as if they had slept peacefully the entire night. This also resets Magpie's shop.

The Moon Call, on the other hand, will set the current time to sunset, allowing the player to hunt for Blightshrooms.

### Decoy

Material Cost:

* 4x Twigs
* 1x Glowstone
* 10x Charms

When placed, a Decoy will attract nearby Feral to attack it instead of players, improvements, or Drakes. They have limited health, but can be used to lure enemies into defensive improvements or proximity mines, or simply to buy time during a raid.

### Proximity Mine

Material Cost:

* 1x Glowstone Cluster
* 2x Duct Tape
* 10x Charms

When placed, the Proximity Mine will explode whenever a Feral creature enters its radius, dealing damage to any Feral or aether brambles nearby. They have no amount of time they need to be in place before detonating, so they can be thrown on top of enemies grouped on a Decoy, on a Fang or Terminer as it summons minions, or on an ambush location, to fairly decent effect.

### St. Elmo's Fire

Material Cost:

* 2x Glowstone Cluster
* 3x Garage Drippings
* 10x Charms

St. Elmo's Fire will destroy an aether bramble, then jump to another aether bramble in range to destroy it, and will continue to do so until there are no more aether brambles in range. This can be used to quickly destroy tight packs of aether brambles, especially if they are allowed to grow out of control on an island, though the Garage Drippings make the recipe rather expensive for a single use item.

### Raid Bait

Material Cost:

* 3x Upholstery Scrap
* 2x Black Powder
* 10x Charms

Raid Bait can be used to instantly summon a raid on your camp, complete with reward chest at the end for defeating all the enemies. By the time you can make this, you don't have any other use for Upholstery Scraps, and Raid Bait is a far better use for your Black Powder than crafting Blunderbuss Shots. With a well defended camp, this item basically just brings free loot to you.

### Hot Torch

Material Cost:

* 1x Garage Drippings
* 1x Duct Tape

When you go into the winter biome, all your Drakes freeze into ice cubes, and all hibernating Drakes in the biome are also frozen. A Hot Torch will thaw them out in a small radius, which is required to regain all of your health and experience from the Drakes you've raised up to that point. While that makes this recipe sound extremely important, Magpie starts selling these in winter, and you're honestly just much better off buying them and saving your materials for other curios.

### Levitation Charm

Material Cost:

* 2x Glowstone Cluster
* 10x Charms

Once placed, a Levitation Charm will launch players and Feral away in a direction and angle of the player's choosing. These can be used to jump up to normally inaccessible places, or to launch enemies away from important camp improvements. Levitation Charms cannot be destroyed, and can be picked up and moved at any time, making them a worthy investment once Glowstone Clusters become more common drops from Feral.

### Healing Totem

Material Cost:

* 2x Glowstone Cluster
* 2x Yarrow
* 2x Skullcap
* 10x Charms

The Healing Totem creates a large area healing effect for around 20 seconds, restoring health for all players within it. It doesn't heal as much as a Healing Salve does, so its really only useful in multiplayer if several players need healing and you aren't close enough to camp to rely on Drakes healing you.

### Ammunition

Arrow Material Cost:

* 1x Twig
* 1x Arrowhead
* 5x Charms

Balloon Material Cost:

* 2x Rubber Scrap
* 1x Garage Drippings
* 5x Charms

Blunderbuss Shot Material Cost:

* 1x Ball Bearings
* 1x Black Powder
* 5x Charms

Currently only these three types of ammunition are craftable. These recipes aren't worth making unless you are incredibly desperate, as Arrowheads, Rubber Scraps, and Ball Bearings all have no other uses and sell for more than it costs to buy ammunition from Magpie. Additionally, Twigs, Garage Drippings, and Black Powder are all better spent on other curios like Decoys, St. Elmo's Fire, or Raid Bait, respectively.