Words of the Constant

Webber can use the whistle to wake up nearby spiders and spider dens. Nearby spiders will stop attacking their targets and will also temporarily ignore food on the ground.

Heals Webber for 8 Health and spiders in an area for 80 Health.

Cools survivors and gives light for 2 days.

Works like a campfire for its duration, creating light and heat and will ignite things nearby. It can also be used to cook food.

Launches a tornado that moves around randomly damaging creatures and breaking structures.

A strange statue, reflecting the light of the moon during the day.

When deployed on a boat, a survivor can use it to rotate the boats direction.

An automaton capable of collecting and organizing items into containers. Store an item in a container next to it and it will know what to do!

Sleeping in it restores 0.66 Sanity and 0.5 health per second, costing 1 Hunger per second.

A 15 slots container for holding Tackle.

A piece of broken marble sculpture.

Only special Winter's Feast dishes can be placed on this table. When the "food" on this table is "eaten" it gives a Winter's Cheer buff to the survivor. The buff heals the survivor 0.5 Health per second, 10 Sanity per minute and 75 Hunger per day as well as halting the regular hunger drain. The buff's duration is ba…

A 6 slots container for holding Tackle.

Standing near this device will provide the survivor with new Lures and Floats they can craft.

This device requires 3 purple gems to be active A survivor that uses a Telelocator Staff will teleport to the nearest active Telelocator Focus and consume the gems.

A survivor can use the tent at Dusk or Night. Survivor recovers 2 Health per second and 1 Sanity per second but consumes 0.33 Hunger per second. It also reduces 1 Wetness per second and increases temperature 1 degree per second up to 40 degrees.

A hole leading to a tunnel that leads somewhere else.

I sure hope no one opens it, or worse, corrupts it.

Catch small flying things and put them or their loot in your inventory.

Attracts Reanimated Skeletons to the holder.

Heals 8 Health and then 20 more Health over 1 minute.

It can be chopped. Go ahead and chop it. Please chop it.

Creates a light when held. Can light targets on fire.

At the cost of 15 Sanity, a survivor can activate the device and then consume 40 Sanity per minute while they keep it active. A second survivor can use another Lazy Deserter or a Desert Stone to teleport to the active one. The teleport costs 50 Sanity.

When another survivor is channeling a Lazy Deserter, use this to teleport to them.

Once set on the ground, it will trigger when an appropriately sized creature move nearby, capturing them. Collecting a captured trap will put the creature or loot in your inventory. Traps can be baited with appropriate food.

After being planted on the ground, it will trigger when a creature walks near. It needs to be reset after triggering. It can be picked up and moved.

Scatter these on the floor and heat them up for a hot trap that deals fire damage, and also cooks food.

A container with 9 slots.

Standing near a tree offers 35% protection from rain and cools survivor a small amount.

Grows trees up one stage. Can also restore 8 Growth Formula, 32 Compost and 8 Manure to Farm Soil. Used on Wormwood will heal 2 Health and 1 Health a second for 32 seconds.

The vines uproot more than boulders, depending on where they are planted.

Can be Played to cause small geysers to shoot up from the ocean, doing damage to creatures and structures.

Survivors can put a fish in the bowl and it will show its weight. Once full, only heavier fish will go in the scale and will kick out the lighter fish.

Survivors can put a vegetable in the basket. If it is an oversized vegetable, it will show its weight. Once full, only heavier vegetables will go in the scale and will kick out the lighter one.

These bounce around the desert and collect junk along the way. All sorts of crazy junk. You'd be surprised.

Can be placed on dirt ground to change the type of ground.

Standing near this device will provide the survivor with new Turf they can craft.

A compass left by one of the last builders of this place. It could lead somewhere important.

The urge to pull this lever is... even stronger this time.

It looks like an orb could fit right in.

Keeps the nightmares out.

Cleanses the rotten nightmares right out of you. What's so important here it must be kept away from the shadows?

A spark of energy could revitalize it.

Maybe this one will help you get home.

The longer you gaze, the stronger the urge to leap.

A focus of intent for the Sanctum Waymark, drawing together those beyond.

A refined piece of a Portation Orb that can be expended to teleport to a fully-socketed Telelocater Focus. A Telelocater Focus must be socketed with three Portation Orbs to become operational.

Break down some orbs in the mean time.

Engraved markings, enduring through eternity. Perhaps decipherable.