Don't Starve Together

Don't Starve Together

2,467 ratings
Don't Starve Together Ultimate Guide
By The Jamie
The Don't Starve Together Guide for Everything. If I am missing anything or you think I got something wrong please let me know in the comments and I will fix it immediately.
5
6
2
14
5
5
2
3
3
   
Award
Favorite
Favorited
Unfavorite
Basic Controls and Needs
Basic Game Interface

Game Goals
Hunger drains at 75 points per game day (112.5 as normal Wolfgang, or 225 as mighty). When your hunger reaches 0, health will drain at 1.25 points per second.

Sanity drains at dusk and night, or when monsters are nearby or when you eat the wrong food. When your sanity is too low, shadows will start to attack you.

Health is lost when a character takes damage while attacked, burning, starving, or freezing. Losing all Health results in death.

Keyboard Controls
Move - W, A, S, D
Rotate - Q, E

Player Status - TAB
Toolbar Menu - Caps Lock
Map - M
Map Zoom In/Out - Mouse Scroll

Toggle Say - Y
Toggle Whisper - U

Do action - Space (hold it)
Attack - F
Force attack - Ctrl + F

Split Items - Ctrl+Left Mouse Button
Move Items - Left Mouse Button
Fast Moving - Shift + Left Mouse Button
Seasons
Season default length
Spring - 20 days
Summer - 15 days
Autumn - 20 days
Winter - 16 days

Autumn is the starting season for Don't Starve Together. During Autumn, the player does not have to worry about Overheating or Freezing, there is only occasionally Rain, Farm Crops grow normally, Walrus Camps are not active, Red Hounds may occasionally appear rather than Normal Hounds during timed Hound attacks, Redbirds and Crows appear, and the Koalefant appears with a red hide. Also, Birchnut Trees will start to lose their leaves, which change color, and fully-grown ones will yield extra Birchnuts when cut down. Any resource such as Grass, Saplings, or Berry Bushes that withered in the Summer will return to their harvested state at the beginning of Autumn.

Autumn's seasonal Giant is the Bearger. It will eat Food off the ground and destroy any Structures and Plants that get in its way when it is rampaging.

Autumn leads to Winter, so players might want to spend their first Autumn preparing for the harsh weather that will soon be upon them.

Winter lasts for 16 days; the first winter will start on day 21 and end on day 36. The biggest change in Winter is the drop in temperature which results in freezing if the character gets too cold. Freezing quickly drops the player's health. To prevent freezing, characters must maintain their body temperature by regularly going back to a source of heat. The best way to do that is to carry around a heated Thermal Stone, and one should always have the means to make Fire in an emergency during winter. Additionally, wearing warm clothing increases the time a character can be away from fire before getting too cold. Wilson's and Webber's Beards also helps them keep warm similar to warm clothing, and their efficiency increases as it gets longer.

Building a Thermal Measurer helps the player know when the change in seasons is coming ahead of time, and tells how cold it is getting. Dusk and Night are colder than Day, and they last longer in Winter. Freezing is often a recurring death for new players as they don't prepare well enough to stop the freezing in an emergency. A good strategy to keep temperature up is to put on warm clothes on the last day Autumn so heat will start off higher in winter.

During Winter several new creatures appear and some others go into hiding. The change which can be seen on the first day of Winter (even before snow begins to fall) is that the sepia toned environment gets a bluish tint instead, Redbirds are replaced by Snowbirds, Rabbits change into a white winter coat, and both remain an active and stable food source throughout the Winter season. When the Hounds attack, Red Hounds are replaced with Blue Hounds. Going on a Koalefant hunt will result in finding a Winter Koalefant whose trunk can be made into a warm Puffy Vest.

Some new aggressive creatures appear as well. A Walrus hunting party led by MacTusk along with his son WeeTusk and their 2 Blue Hounds will appear in an igloo at their Walrus Camp (which can be found during Summer). In addition, Deerclops also roams the Winter landscape. Deerclops is huge but slow, and will smash structures in addition to characters. A new type of neutral creature known as Pengulls will often hop out of the ocean in huge flocks during the first few days of winter.

Many creatures are inactive in Winter. Bees do not leave their hives and thus do not produce honey (Killer Bees and homeless Bees can still be found). Butterflies do not spawn from flowers; nor do Mosquitoes or Frogs spawn because Ponds themselves are frozen over and cannot be fished, although they can be walked across. Batilisks will spawn in fewer numbers but stay out longer.

In addition to Rain, snow begins to fall during Winter which builds up on trees and many other objects (this snow melts away during Summer or Winter rain). Farms do not grow crops, however any crops currently awaiting harvest will still be fresh until picked. Berry Bushes, Saplings, and Grass Tufts regrow extremely slowly in Winter, to the point that they seem to stop completely. Spiky Bushes are not affected by the winter cold and will regrow as normal.

Nights and dusks are much longer (and days shorter) in winter, and this has a subtle impact on Sanity. Sanity slowly drains at night, and does not have a chance to fully recharge during the winter day. This is compounded as sanity falls, because night-time hallucinations (and nearness to dark) further drain sanity -- spiraling into more impactful hallucinations, including Night Hands. A large set of Drying Racks (10 to 20) can be a great help, allowing Rabbits and Birds (which continue to spawn during Winter) to be turned into Small Jerky -- restoring 10 Sanity each. In fact, living off Traps and Drying Racks is a simple and sustainable way to conquer winter, hunger, and sanity. Mini Glaciers will form during Winter making is very easy to harvest Ice.
Mini Glaciers will form during Winter.

Food rots 25% slower in Winter due to the cold. Food stored in the fridge will stay fresh for almost the entire normal-length winter if its default lifetime is 10 days.
Seasons (Cont.)
Spring is indicated in appearance by the world having a greenish tint. Therefore, the first Spring lasts either from day 1 to 20, or from day 37 to 56. During Spring, Dusks can be very long, especially during midpoint of the season. Stages in Adventure Mode may have different seasonal variations. Some characteristics in the world change in Spring, and surviving can become more difficult.

Spring is the season where rainfall is very frequent and puddles form on the ground. While temperature is not such that the player will overheat or freeze, freezing is still a threat due to the very frequent rainfall combined with the addition of Wetness. Constant rain means that more fuel items are needed to maintain a fire. Additionally, Lightning strikes are much more common in Spring which can cause damage to the player if hit, or unprotected structures to be vulnerable to fire. There is also a chance of Frog Rain. Constant rain makes tracking Koalefants more difficult due to tracks disappearing. Trying to dry Meats with a Drying Rack is also more time-consuming because of rain.

On the positive side, rain causes crops to grow much quicker and Mushrooms can be picked more frequently as rain causes them to regenerate. Berry Bushes and other plants also regenerate faster.

During Spring, Mini Glaciers will begin to melt and all Bees will turn red and become more hostile (though they are still not considered Killer Bees). New flowers will randomly spawn during spring even when there are no insects around. Rabbit Holes close during Spring, forcing the player to look for another food source. The Moose/Goose or its nest can sometimes be encountered during Spring. The Lureplant will naturally spawn in areas that the player has explored. Additionally, Beefalo will always be in heat and Blue Hounds can spawn with Hound waves.

Spring's seasonal Giant is the Moose (also known as Goose) which is a neutral giant unless you move near its 5 Moslings. Moslings won't grow into a Moose/Goose, but when attacked, they will let out a cry, spawning another Moose/Goose.

Spring leads into Summer. As Summer can be very deadly when unprepared, the long-term survival goal for spring is to prepare for summer in advance.

Summer is indicated by the world having much more sepia-toned tint than normal. Days are also much longer in Summer, while both Dusk and Night being the shortest with Dusk lasting just one segment during mid-season.

During Summer, plants will wilt and require fertilization in order to regrow, and food will spoil 25% faster. Plants return to normal a few days into Autumn, even without fertilizer. On the other hand, fertilized crops tend to grow fast due to longer daylight but not as fast as during spring due to less rain. Cactus will yield Cactus Flowers when picked during Summer.

The intense heat provides the challenge of the season. Similarly to freezing in the Winter, an unprotected player will suffer damage from Overheating. The player can use or wear items such as ice, an Ice Cube, and a Chilled Amulet or stand under a tree to cool themselves. They can also use shade from a Straw Hat, Umbrella or Eyebrella, or wear a Summer Frest or Floral Shirt to delay the rate at which they overheat. The player can also freeze a Thermal Stone in an Ice Box or Snow Chester, even placing it next to a level 4 Endothermic Fire and hold onto it to cool themselves.

Additionally, the summer season experiences a drought, and items can ignite and burst into flames. This includes plants, such as Berry Bushes, mobs, and even structures like the Science Machine. When an item is nearing its combustible point, it will begin to visually smoke and the player's character will comment on it. When the structures have been burnt down, players can hammer burnt structures to regain some of the materials back, about 25% of what it was made of if crafted.

Items and structures can be also be protected from combustion by using an Ice Flingomatic, which will fire snowballs at smoldering or flaming objects. Smoldering objects (including smoldering Pigs) can be manually cooled with Ice, Fertilizers, Ice Staff or with the player's hands (it will damage the player by 5 health), but Ice is not readily available in the Summer, and in a large base, fires may start faster than the player can reach them. This makes it very hard to protect Saplings, Grass, Berry Bushes, Trees and other flammable farms during the Summer, as the fire will keep spreading until everything is burned. Items will only combust when near the player, so they may also be protected simply by avoiding them until Autumn.

Summer's seasonal Giant is the Dragonfly can be encountered who will roam around the landscape, setting nearby structures on fire.
Health
Health is a measurement of overall physical well-being. Wilson, Willow, Wendy and Wickerbottom have 150 Health. Wolfgang has 200 health by default (his health limit rises to 300 with a full belly and drops to 150 when starving). WX-78 begins with 100 Health and is capable of increasing its health cap up to 400 by eating Gears.

Unlike Hunger (and in many situations Sanity), Health does not drain over time.Health is lost when a character takes damage while attacked, burning, starving, or freezing. Some foods like Monster Meat can also reduce Health, and having a Meat Effigy lowers max Health. Losing all Health results in death. Health can be seen on the heart-shaped gauge in the upper-right corner of the screen, which shrivels and empties as the character's Health is depleted.

Restoring Health
Health can be restored in a few ways. The most basic way to regain health is by eating Food, most of which typically provides 1-3 health when consumed. Cooking the food often increases the Health they restore by 1 or 2 points. There are also a few items whose sole purpose is to heal.

Certain food and items provide a greater health boost and are thus very valuable:
  • Crock Pot - Several crock pot recipes provide substantial healing. Fishsticks [40 health] are an easy recipe to make. Pierogi [40 health] is also a good recipe. Dragonpie [40 health] is excellent if the player manages to create a Dragon Fruit farm. However, regarding Crock Pot recipes in general, the player must make sure that the individual components (raw or cooked) won't heal more if eaten on their own.
  • Braised Eggplant / Sliced Pomegranate - When cooked, Eggplants and Pomegranates heal 20 health.
  • Jerky/Small Jerky - Jerky restores a nice amount of health, and lasts for a very long time. If primary concern is health, and only food source is Meats, they should be made into jerky. Jerky can be used in Crock Pot as normal meat, if needed.
  • Spider Gland /Mosquito Sack / Healing Salve/Honey Poultice - Spiders drop Spider Glands that can be used immediately for a small health boost of 8 health. In a similar way, Mosquitoes drop their sacks which heals the same amount of health as Spider Glands. Spider Glands can also be made into Healing Salve for a larger boost of 20 health. Neither item is food, so they don't spoil.
  • Bee Boxes - Bee Boxes produce Honey, which can be used to create Honey Poultices [30 health], as well as health restoring Crock Pot dishes. Since Honey Poultices are not food, the player can stockpile them without worrying about spoiling.
  • Butterflies - Butterflies drop Butterfly Wings, which restore 8 health. Also, Butterflies have a 2% chance to drop Butter, which heals a massive 40 health. Additionally, the wings can be easily used to craft a Butter Muffin, which heals for 20 health, while also filling some hunger. The Butter can be used to cook Waffles, which heal for 60 health. Butterfly farms can be created easily and synergize well with Bee Boxes.
  • Blue Mushroom - Eating a raw Blue Mushroom restores 20 health, although at the cost of 15 Sanity. Blue mushrooms can only be picked at night and can't be relocated, so large scale farming is usually impractical. Still, they provide a nice boost for players who build their base near them.
  • Life Giving Amulet - Wearing a Life Giving Amulet will automatically heal the player by 5 health in exchange for 5 Hunger and 5% of its durability. Upon death while wearing it, it will automatically restore the player's health to 50.

Meat Effigy
If the player builds a Meat Effigy, then their maximum health is decreased by 30. This health is impossible to regain unless the Meat Effigy is destroyed or used.

An Ancient Pseudoscience Station may spawn Meat Effigies when hammered. The health penalty from these do not take effect until the character dies and is resurrected, after which they behave like built effigies.

Touch Stone
If the player in the world comes across a Touch Stone in the world, and activates it, they may respawn there as well. To identify one, there are 4 Pig Heads around it and wooden turf underneath.

There may be more than one Touch Stone in the world, but the player will respawn at the one closest to their death point. Touch Stones may only be used once and drop Marble, Rocks, and Nightmare Fuel upon doing so.
Hunger
Hunger is one of the primary game concepts, as it is the measurement which determines whether or not the character is starving (which is, of course, the game's namesake). As a Character gets hungrier, the meter will empty, and the stomach pictured will shrivel.

A full stomach for most characters is measured at 150, except for Wolfgang (300), WX-78 (100-200). Hunger drains at 9.375 points per minute, (14.0625 as normal Wolfgang, or 28.125 when mighty) or 75 points per game day (112.5 as normal Wolfgang, or 225 when mighty). Hunger drain can also be slowed to 60% of its normal rate by equipping a Belt of Hunger.

When the Hunger meter is emptied, Health will begin to drain at 1.25 points per second (37.5 per one game hour) until something is eaten or the character dies. Most food will restore the Hunger meter when eaten. The amount restored depends on the food eaten; cooked food typically restores more than raw food. Some food also has the potential to decrease Hunger, Sanity, or Health. Also, when going to sleep in a Straw Roll, Fur Roll or a Tent, the character takes a hunger penalty.
Sanity
Being alone in the wilderness will take its toll on the character's mental state after a few days. The effect it has can be seen through Sanity. As sanity decreases, strange things start to happen: the player's vision becomes shaky, over-saturated, and bright, whispers are heard, and Shadow Creatures start to appear. When the character becomes completely insane, these creatures become aggressive and start to attack.

Characters can gain and lose sanity in various ways. A small animated arrow appears in front of the Sanity, showing when sanity is increasing or decreasing. A bigger arrow means that sanity is increasing / decreasing faster. Being in close proximity to Monsters, Darkness, Rain, or eating bad Food decreases sanity; while wearing dapper clothes, eating jerky and Crock Pot food, being near friendly Pigs, and sleeping increases sanity. See the Sanity Table below for a complete list.

Due to the fact that several magical items decrease sanity when used, it could be thought of as a sort of mana that is depleted by magic use. However, having little sanity brings about its own benefits (for example getting Nightmare Fuel for powerful weapons and armor.)

Action
Sanity
  • Sleeping in a Tent
  • Eating Gears as WX-78
  • Eating Ice Cream
+50
  • Sleeping in a Straw Roll
  • Killing a Terrorbeak (Shadow Creature)
+33
  • Killing a Crawling Horror (Shadow Creature)
  • Eating Taffy / Pumpkin Cookies / Jerky / Cooked Green Cap
  • Prototyping a new Item
+15
  • Eating Small Jerky / Cooked Blue Cap
  • Shaving Wilson's Beard
+10
  • Eating most Crock Pot Dishes except for Wet Goop, Powder Cake, Guacamole, Spicy Chili
  • Picking Flowers
+5
  • Using a Ice Staff / Fire Staff
-1
  • Eating Dark Petals, Durian, Extra Smelly Durian, Monster Jerky, Lichen
  • Picking Evil Flowers
-5
  • Eating Meat, Morsel, Drumstick, Frog Legs, Cooked Monster Meat, Cooked Red Cap, Batilisk Wing, Leafy Meat and Spoiled Food
  • Digging up a Grave
-10
  • Eating Monster Meat, Blue Mushroom, Deerclops Eyeball
  • Going through a Worm Hole
  • Using The Lazy Explorer
-15
  • Eating Monster Lasagna
  • Charlie (Night Monster) attack
  • Using a Star Caller's Staff / Deconstruction Staff
-20
  • Reading Applied Horticulture / Sleepytime Stories / The End is Nigh
  • Getting hit by lightning as WX-78
-33
  • Eating Green Mushroom / Glommer's Goop
  • Reading Birds of the World / On Tentacles
  • Using a Telelocator Staff
  • Spawning Abigail
-50
  • Using a Codex Umbra
-55 Max
  • Resurrection
1/2 of Max

Character Specifics
Wilson, Wendy and Wolfgang all have a maximum of 200 sanity. Willow has 120 sanity and Wickerbottom has 250 sanity. WX-78 has variable amounts of maximum sanity, depending on how much it is upgraded (starting at 100 and can be upgraded to a maximum of 300).

Monsters drain more sanity when playing as Wolfgang (+10%) and less as Wendy.

Wendy (because she loses less sanity in darkness and when near monsters), Willow (because she can negate nighttime sanity loss when near fire) and Wolfgang (because when mighty, fights last only for half the time) are characters which have the potential to stay sane longer when compared to other characters if used correctly.

Insanity Effects
  • Lighting starts to become desaturated (Sanity ≤ 60%). Near total insanity, lighting even dims (Sanity ≤ 10%).
  • Mr. Skits starts to appear (Sanity ≤ 80%).
  • Shadow Watchers and Night Hands start to appear at night (Sanity ≤ 65%).
  • Eyes will appear in darkness (Sanity ≤ 60%).
  • The screen starts to shake (possibly indicating nausea) (Sanity ≤ 60%).
  • Crawling Horrors and Terrorbeaks will become visible (Sanity ≤ 50%).
  • The insanity ambience becomes audible (Sanity ≤ 50%). It's so quiet that it can only be heard with headphones or by turning the volume up. It gets louder as sanity continues to drop.
  • Whispering sounds begin to play (Sanity ≤ 45%).
  • Rabbits will turn into Beardlings (Sanity ≤ 40%).
  • The screen is surrounded by red tendrils (Sanity ≤ 15%).
  • Crawling Horrors and Terrorbeaks will start to attack (Sanity ≤ 15%). While idle, the player character holds their head with their hands and rocks back and forth.
  • A more disturbing, warped version of the "day to night" transition jingle plays (Sanity ≤ 15%).
  • In the Options, the player can turn off distortion, resulting in the blurry effect on the edges of the screen not occurring, which helps boost performance on slow systems.
Sanity - Temporal Sanity Table
Name
Sanity (/min)
Notes
Sanity aura of a Star Staff's light
≤+25
The Star that can be summoned with a Star Caller's Staff gives a boost if stood near, but costs 20 sanity to summon.
Sanity aura of a friendly Pigs
≤+25
Must be very close to gain maximum effect. Best way is chopping the same tree or standing near a sleeping pig.
Being near the fire while playing as Willow
≤+10
Amount depends on strength of fire, very weak with lighter, this perk can negate nighttime sanity loss completely.
Wearing Tam o' Shanter
+6.7
This is the most dapper clothing for sanity regain as it lasts for 25 days and restores a large portion of sanity per minute.
Wearing Top Hat, Dapper Vest, Thulecite Suit
+3.3
These clothings can replace umbrellas to prevent sanity loss from rain (not for WX-78 as he loses health in the rain).
Wearing Feather Hat, Breezy Vest, Puffy Vest, Life Giving Amulet, Chilled Amulet, Magiluminescence, Construction Amulet, The Lazy Forager, Belt of Hunger
+2
The 5 amulets will restore sanity until they are used, making it a slow but effective way of sanity regain.
Wearing Garland, Winter Hat
+1.3
Garlands are the cheapest way of restoring sanity, but the worst.
Wearing Spiderhat, One-man Band / Insanity aura of Houndius Shootius Build
-2
For One-Man Band this is the insanity aura if there are no followers.
Insanity aura of Night Light
-3
It will only drain sanity if it is fueled, but it will always drain 3 sanity, no matter the fuel level.
Rain
-3
Sanity drain from rain depends on the precipitation rate.
Wearing Nightmare Amulet
-3.3
Night and Dusk
-5
This is the insanity rate in pure ambient light. Even If you make a fire, it remains -5/m.
Wielding Dark Sword
-20
Maxwell's sanity bonus cancels this insanity aura completely.
Insanity aura of Spider, Evil Flowers
<-25
Maxwell's sanity bonus cancels this insanity aura completely.
Wearing One-man Band and having Pigs befriended
varies
-2 for wearing and -25 for each follower.
Insanity aura of Hounds, Spider Warrior, Beardling, Tentacle, Baby Tentacle, Ghost, Night Hand
≤-40
Total darkness
-50
Insanity aura of Treeguard, Crawling Horror, Terrorbeak, Werepig
-100
Fighting these bosses and monsters can make Shadow Creatures appear/go more insane.
Insanity aura of Deerclops, Spider Queen
≤-400
Fighting these bosses can cause Shadow Creatures to attack you as well very quickly.
Wetness
Whenever it rains, a small meter will appear under the other three meters, showing the player's current 'wetness'. Except for WX-78, wetness will not directly damage the player's Health. When the Wetness meter reaches 35, held items will become slippery, items become less efficient, worn items drain Sanity, and the player will begin to Freeze. The meter empties as the player dries, and once the player is completely dry, the meter will disappear.

The wetness of an item depends on the wetness of the player when it's in their inventory and on that of the world otherwise. Items in waterproof containers will always be dry. An item's wetness is seen by a blue outline around it in the inventory. The text also becomes blue. Wet structures and environmental objects like trees become darker when wet. An item can be kept dry by being stored in a waterproof container, such as a Chest, Piggyback, or Krampus Sack. Items can also be dried faster by placing them next to a fire. Items and objects that become wet will become titled as followed with following effects:
  • "Wet X": Most items and objects. Wet Mobs take more damage from being hit with a Morning Star.
  • "Soggy X": Consumables. Soggy food spoils 30% faster.
  • "Waterlogged X": Logs and other combustibles. Waterlogged fuel is less efficient.
  • "Slippery X": Tools and weapons. Slippery tools have a chance to slip out of grip when used.
  • "Soaked X": For non-water-resistant wearable items (like the Garland). Wearing soaked items reduce a lot of sanity.
Ice melting in the inventory will increase wetness, and so will wearing an Ice Cube or Fashion Melon. Wetness lowers the thermal sensation of the player. At maximum wetness, the ambient temperature is perceived to be 30 degrees lower and proportionally for other values (for example, at half wetness the temperature is perceived to be 15 degrees lower). If the perceived temperature falls below 0 degrees, the player begins to freeze. For tips on surviving Freezing, please go to Surviving Winter.

The player can dry themselves out faster by standing next to a fire. The rate of wetness can also be decreased, but not stopped, by standing under a Tree (including Birchnut Trees). This will decrease the amount of time waiting to lose the 'Wet' status. Standing under a Tree grants 40% Water Resistance. Using the Luxury Fan on the player can dry them, however, this costs the player a large amount of heat, as it can decrease a user's heat down 15%.

The best way to keep wetness low during Spring is to wear some Water Resistant gear. These items decrease the rate at which the player gets wet, and having more than one of them equipped provides a cumulative bonus. The character stops getting wet when 100% water resistance is achieved, so the player will want to wear a combination of them that doesn't surpass 100% by too much. When 100% water resistance is achieved, any wetness previously had will start to lower until the player becomes completely dry.

Item
Water Resistance
Slot
Battle Helm
20%
Head
Beefalo Hat
20%
Head
Beekeeper Hat
20%
Head
Breezy Vest
20%
Chest
Fashion Melon
20%
Head
Football Helmet
20%
Head
Miner Hat
20%
Head
Shelmet
20%
Head
Spiderhat
20%
Head
Straw Hat
20%
Head
Summer Frest
20%
Chest
Top Hat
20%
Head
Pretty Parasol
50%
Hand
Rain Hat
70%
Head
Umbrella
90%
Hand
Rain Coat
100%
Chest
Eyebrella
100%
Head
Overheating
Overheating is a game mechanic found in the Reign of Giants DLC, functioning as the Summer counterpart to Freezing that happens in Winter. When the player begins to take in too much heat (at 65°C), the edge of the screen will begin to turn orange and become a hazy ring while a warning sound plays (much like freezing leaves ice on the edges of the screen and crackles). Once the player begins to take continuous damage (at 70°C), the screen will gain a reddish ring within the orange haze. The only way to stop this is by cooling off, such as being near a sufficiently cold source.

There are a few ways to cool oneself down:
  • An Endothermic Fire or Endothermic Fire Pit is a stationary light source that works like a fire, but cools instead of heats.
  • A Chilled Amulet, Ice Cube, and Fashion Melon will lower temperature when worn. Note that these have different cooling values.
  • Standing under a tree cools the player down to just below the overheating threshold. It appears that bigger trees will cool you down faster and more than smaller ones.
    • This is not always right. When it comes to the middle of summer, the temperature is at highest and this method will not prevent you from overheating.
  • Using a Luxury Fan will lower the player's temperature instantly. This item has 15 uses, however, it puts out fires, so be wary around light sources.
  • Eating a Watermelon, Fruit Medley, Ice, Melonsicle or Ice Cream will cool the player down by various amounts.
  • Wetness will decrease gained temperature up to 30 at the cost of Sanity and negative effects on items.
  • Sleep during the day in a Siesta Lean-to to cool down and skip to dusk, thus preventing further overheating.
  • A Thermal Stone can be placed in a stationary Ice Box or a mobile Snow Chester to freeze them. It will cool the player down as long as it's colder than the player. Note that the Thermal Stone states have different temperature ranges in different seasons. The coldest and quickest methods of freezing a Thermal Stone are: Ice Box(best), Snow Chester, and then Endothermic fires (least efficient).
In addition, there are several ways to delay overheating:
  • A Pretty Parasol, Umbrella, Straw Hat, Fashion Melon, Ice Cube, Eyebrella, Summer Frest or Floral Shirt will reduce the amount of heat taken.
  • Retreating to the Caves will slow down the rate at which heat is gained.
  • You can stay under a Tree to delay Overheating (exept in middle of summer were Dusk has like 1 segment)
  • you can make 2 Thermal stones and put one in an Ice Box or in Snow Chester. Having snow chester and 2 Thermal Stones, won't make any problems anymore of Overheating

Item
Overheating Protection
Slot
Straw Hat
60
Head
Summer Frest
120
Chest
Floral Shirt
240
Chest
Eyebrella
240
Head
Pretty Parasol
120
Hand
Umbrella
120
Hand

Cooling Items

Item
Cooling
Duration
Endothermic Fire level 1
70°C
variable (affected by rain)
Endothermic Fire level 2
120°C
variable (affected by rain)
Endothermic Fire level 3
180°C
variable (affected by rain)
Endothermic Fire level 4
220°C
variable (affected by rain)
Thermal Stone stage 1
-20°C - 0°C
variable
Chilled Amulet
-20°C
variable
(+2 Sanity)
Ice Cube
40°C
variable
(-10% Speed, Wetness up to 50)
Fashion Melon
55°C
variable
(-2 Sanity, Wetness up to 33)
Naughtiness
Once the player reaches a threshold of naughtiness (a random number between 31 and 50), Krampus will spawn. One or two Krampi can spawn at the same time after day 50, and two or three after day 90. After Krampus appears, the naughtiness level is reset to 0.

Each minute of restraint (⅛ of a day) reduces naughtiness by 1, meaning the player can reduce their naughtiness by 8 points by not attacking anything innocent for one day.

It is worth noting that setting creatures ablaze will not raise the player's naughtiness level. This is because the fire is considered to be the killing factor. The same goes for Tooth Traps, Bee Mines and Gunpowder, as they are considered to be environmental damage.

Creature
Naughtiness
Glommer
50
Baby Beefalo, Smallbird
6
Catcoon
5
Beefalo
4
Pig
3
Redbird, Snowbird, Pengull, Tallbirds, Teen Tallbirds
2
Crow, Rabbit, Beardling, Bee, Butterfly, Moleworm
1
Server Creation Settings
Basic Options
Name - Name the server.

Password - Gives the host the ability to lock out random players and only let a select group join the server.

Description - Gives a short description for your server to help players find the best one for them.

Game Mode - There are three different modes; "Survival Mode", wherein the world is reset if all players are ghosts for a period of time, "Endless Mode," wherein the world never resets and players may freely resurrect at the spawn portal, and "Wilderness Mode", wherein there are no ghosts and players are returned to the character selection screen then respawned in random locations.

PvP - Determines whether or not players can attack eachother on the server. Available options are On (Yes they can) or Off (No they can't).

Players - Sets the maximum number of players allowed on the server. Available options are 2, 3, 4, 5 and 6.

Friends Only - Determines whether the server is to be steam friends only. Available options are On and Off.

Server Type - Determines whether the server will be online or off. Available options are Online and LAN.

Edit World Options
World Size - Determines the size of the world. Available options are default, medium, large, and huge.

Land Branch - Determines the degree to which the land will branch off and be connected by bridging pieces. Available options are least, default and most.

Land Loop - Determines the degree to which the Roads will tend to lead you in circles, in addition to determining the degree to which the land wil curve. Available options are none, default and always.

Seasons - Determines the length of Summer and Winter. Available options are only Summer, only Winter, default, long Summer, long Winter, long both and short both.

Season Start - Determines the starting season. Available options are Summer and Winter.


Length of Day - Determines the length and/or presence/absence of Day, Dusk, and Night. Available options are only Day, only Dusk, only Night, default, long Day, long Dusk and long Night.

Weather - Determines the frequency of weather events.


Lightning - Determines the frequency of lightning strikes.


Pig Heads - Determines the amount of naturally spawning pig heads.


Skeletons - Determines the amount of naturally spawning skeletons.


Grass - Determines the amount of naturally spawning grass.


Saplings - Determines the amount of naturally spawning saplings.


Trees - Determines the amount of naturally spawning trees.


Flint - Determines the amount of naturally spawning flint on the ground.


Rocks - Determines the amount of naturally spawning rocks on the ground.


Boulders - Determines the amount of naturally spawning boulders.


Meteor Storms - Determines the frequency of Meteor Storms.


Meteors - Determines the number of Meteors in a Meteor Storm.


Flowers - Determines the amount of naturally spawning Flowers on the ground.


Reeds - Determines the amount of naturally spawning reeds.


Spiky Bushes - Determines the amount of naturally spawning spiky bushes.


Berry Bushes - Determines the amount of naturally spawning berry bushes.


Carrots - Determines the amount of naturally spawning carrots on the ground.


Mushrooms - Determines the amount of naturally spawning mushrooms.


Rabbits - Determines the amount of naturally spawning rabbit holes.


Gobblers - Determines the amount of naturally spawning gobblers.


Pigs - Determines the population of pig houses.
Server Creation Settings (Continued)
Butterflies - Determines the population of butterflies naturally spawning from flowers.


Birds - Determines the population of Birds that naturally spawn and the frequency with which they appear on screen.


Beefalo - Determines the amount of naturally spawning beefalo.


Beefalo in Heat - Determines the frequency at which beefalo will go into heat. Beefalo on Heat will become aggressive towards players and other animals / monsters.

Suspicious Dirt Pile - Determines the amount of naturally spawning Animal Tracks.


Koalefants - Determines the frequency of naturally spawning Koalefants. If set to none, Suspicious Dirt Piles will not appear.


Pengulls - Determines the population of pengulls that naturally spawn.


Ponds - Determines the amount of naturally spawning ponds.


Beehives - Determines the amount of naturally spawning beehives.


Killer Beehives - Determines the amount of naturally spawning killer beehives.


Tallbirds - Determines the amount of naturally spawning tallbirds.


Spiders - Determines the amount of naturally spawning spiders.


Hounds - Determines the frequency of hound attacks.


Merms - Determines the amount of naturally merms.


Tentacles - Determines the amount of naturally spawning tentacles.


Lure Plants/ Meatbulbs - Determines the amount of naturally spawning lure plants.


MacTusks - Determines the number of naturally spawning Walrus Camps.


Treeguards - Determines the spawn rate of Treeguards.


Clockwork Mobs - Determines the amount of naturally spawning Clockwork Mobs.


Krampus - Determines the spawn rate of Krampus.


Deerclops - Determines the spawn rate of Deerclops.


Additional information concerning specific consequences of the customization options
  • A long season lasts around 50 days.
  • A short season lasts around 10 days.
  • A long day is 14 daylight hours, 1 dusk hour and 1 night hour of the clock.
  • A long dusk is 7 daylight hours, 6 dusk hours and 3 night hours of the clock.
  • A long night is 5 daylight hours, 2 dusk hours and 9 night hours of the clock.
  • Resources, animals, and foods set to lots will spawn in every biome, with the exception of plants in Rockyland.
  • Weather set to lots is infinite.
  • When Lightning is set to lots, lightning will strike every 12 - 30 seconds.
Characters
Wilson
Nickname - The Gentleman Scientist

Base Stats
  • Hunger - 150
  • Sanity - 200
  • Health - 150

Skill Level Needed - Beginner

Advantages
  • Depending on volume, the Beard provides 15/45/135 insulation against Freezing.
  • Shaving beards provides +10 Sanity for Wilson.
  • No Disadvantages
Days until growth
Length
Beard Hair Yield
Insulation
4 Days
Short Beard
1 (0.25 per day)
15 sec
7 Days
Long Beard
3 (0.43 per day)
45 sec
15 Days
Magnificent Beard
9 (0.6 per day)
135 sec
[/tr]





Willow
Nickname - The Firestarter

Base Stats
  • Hunger - 150
  • Sanity - 120
  • Health - 150

Skill Level Needed - Moderate

Advantages
  • Fire damage to Willow is reduced by 50%
  • Willow can craft 'Willow's Lighter'.
  • Willow can craft 'Bernie' the teddy bear.

Disadvantages
  • Loses heat when insane





Wolfgang
Nickname - The Strongman

Base Stats
  • Hunger - 300
  • Sanity - 200
  • Health - 150 - 300 (Max Health depends on hunger)

Skill Level Needed - High

Advantages
  • He will receive a damage bonus from 1.25 to 2.0 when completely full and he will also receive a slight but noticeable speed boost.

Disadvantages
  • In regular form, Wolfgang's Hunger decreases 1.5 faster than normal, and 3 times faster in mighty form.
  • His max health goes from 200 down to 150 at 0 hunger and his damage goes from 0.75 from the initial downgrade to 0.5 when completely starving. In this form, his speed slightly decreases.
  • He suffers from +10% Sanity drain from Monsters and the dark.






Wendy
Nickname - The Bereaved

Base Stats
  • Hunger - 150
  • Sanity - 200
  • Health - 150

    Skill Level Needed - Moderate

    Advantages
    • When Abigail's Flower has bloomed, it can be placed on the ground to prepare the summoning. If any creature is killed near the flower at this moment, Abigail will be summoned.
      Abigail is good at killing large number of spiders, which is quite useful. Abigail has aoe attack: 10(day), 20(dusk), 40(night).
    • Wendy Suffers 25% less Sanity drain from Darkness and from being near Monsters.

    Disadvantages
    • Wendy's attacks are 25% weaker than normal.




    WX78
    Nickname - The Soulless Automaton

    Base Stats
    • Hunger - 150 - 200
    • Sanity - 150 - 300
    • Health - 150 - 400

    Skill Level Needed - High

    Advantages
    • WX-78 can eat stale and spoiled Food without penalties.
    • When hit by Lightning WX-78 will be overcharged and emit light while moving at heightened speed.
    • WX-78 can eat gears to upgrade his stats.

    Disadvantages
    • WX-78 can be damaged by rain.
    • When hit by lightning, WX-78 will set fire to nearby objects





    WickerBottom
    Nickname - The Librarian

    Base Stats
    • Hunger - 150
    • Sanity - 250
    • Health - 150

    Skill Level Needed - Moderate

    Advantages
    • Wickerbottom can make all Science Machine recipes without having to build the Science Machine.
    • Wickerbottom can make books.

    Disadvantages
    • Wickerbottom can't gain the 15 Sanity per known recipe.
    • Wickerbottom hates spoiled and/or raw food, causing her sanity to suffer greatly.
    • Wickerbottom can't sleep.





    Woodie
    Nickname - The Lumberjack

    Base Stats
    • Hunger - 150
    • Sanity - 200
    • Health - 250

    Skill Level Needed - Moderate

    Advantages
    • Has a infinite durably axe named Lucy
    • Cuts down trees extremely fast
    • Woodie’s beard provides insulation, but cannot be shaved
    • Can eat wood to increases beaver meter
    • Gains sanity from planting trees

    Disadvantages
    • Transforms into a Werebeaver when his beaver meter drops below 25 forcing the player to eat wood objects to turn back
    • Chopping trees drains his beaver meter





    Wes
    Nickname - The Silent

    Base Stats
    • Hunger - 113
    • Sanity - 150
    • Health - 113

    Skill Level Needed - Very High

    Advantages
    • Starts with a Pile o' Balloons (drops 5 sanity to make a balloon, balloons do 5 AOE damage around itself and can link a chain reaction. Balloons can also be used as decoys to distract Mobs)
    • Can craft Pile o' Balloons

    Disadvantages
    • Doesn't give player warning messages
    • x0.75 damage Multipler
    • Low Stats
    • Loses hunger at a 125% rate





    Wigfrid
    Nickname - The Performance Artist

    Base Stats
    • Hunger - 200
    • Sanity - 120
    • Health - 120

    Skill Level Needed - High

    Advantages
    • Starts with a Battle Spear, a Battle Helm and 4 Meat
    • Can craft a Battle Spears and Battle Helms
    • x1.25 damage Multipler
    • When she kills an enemy, she gains a percentage of that enemy's attack damage as Health and Sanity (except for Lureplants)

    Disadvantages
    • Can only eat meat (including Eggs)



    Webber
    Nickname - The Indigestible

    Base Stats
    • Hunger - 175
    • Sanity - 100
    • Health - 175

    Skill Level Needed - Easy

    Advantages
    • Spider's don't attack you or drain your sanity when you are close
    • Spider webbing does not slow you down
    • Can craft and upgrade Spider Dens (5 Silk per Upgrade)
    • Giving meat to spiders will make them follow you for 1 day
    • Grows a beard made of silk (75% of Wilson's Beard's Insulation)
    • Doesn't take damage from eating Monster Meat
    • Starts with 2 monster meat and spider eggs

    Disadvantages
    • Is a Monster (Good Mobs [pigs] attack you)
    • Low maximum sanity

    Days until growth
    Length
    Silk Yield
    Insulation
    3 Days
    Short Beard
    1 (0.33 per day)
    11.25 sec
    6 Days
    Long Beard
    3 (0.5 per day)
    33.75 sec
    9 Days
    Silky Smooth Beard
    6 (0.67 per day)
    101.5 sec
    [/tr]
New Starter Guide - Day 1-5
Day 1: Exploration and Basic Resources
Objective: Get a feel for your surroundings and collect essential resources.
Activities:
  • Gather basic resources like twigs, flint, grass, gold, carrots, and berries.
  • Make basic tools like an axe and pickaxe.
  • Explore the map to identify key locations (beefalo herds, pig villages, etc.).
  • Avoid combat and focus on understanding game mechanics.

Day 2-3: Establish a Temporary Base
Objective: Find a suitable location for a temporary base.
Activities:
  • Look for a place near resources like food, trees, and stones.
  • Build a fire pit and a science machine to unlock new crafting recipes.
  • Start collecting resources for future use (wood, stone, food).

Day 4-5: Food and Sustainability
Objective: Establish a sustainable food source.
Activities:
  • Start thinking about long-term food sources like traps for rabbits or farms.
  • Consider exploring more to find gears for an icebox (preserves food).
  • Experiment with crafting and try to build a crockpot (better food options).
Items - Gravedigger & A
This section of the guide will cover all items except for those that are crafted by the player, books, environment and food (refer to the crafting, book, environment or food section for information on those items)

Gravedigger Items
Gravedigger Items are Items that can be found by digging up Graves with a Shovel. The Trinkets have a 4.17% probability to be dug -- Blue Gem or Red Gem have 15.38% probability, while the Amulet, Gears and Nightmare Fuel each have 3.07%. A Ghost may spawn when digging graves, with a 10% chance. All Trinkets can be given to the Pig King in exchange for 2–8 Gold Nuggets.

Ball and Cup
It can be traded to the Pig King for 4 Gold Nuggets.
Blue Gem
Blue Gems can also be gained as a drop from Ice Hounds. Digging up a grave is one way of obtaining a Blue Gem, the other being a Set Piece called the Ice Staff Trap.
Dessicated Tentacle
It can be traded to the Pig King for 8 Gold Nuggets.
Fake Kazoo
It can be traded to the Pig King for 6 Gold Nuggets.
Frazzled Wires
It can be traded to the Pig King for 5 Gold Nuggets.
Gears
Gears can be eaten by WX-78, which boosts its max stats. Most importantly though is it's use in the crafting of the Ice Box means it is often ranked amongst the most important items in the early game. They can also used on Broken Clockworks for a chance of spawning friendly damaged Chess Monsters.
Gord's Knot
It can be traded to the Pig King for 4 Gold Nuggets.
Gnome
It can be traded to the Pig King for 5 Gold Nuggets.
Hardened Rubber Bung
It can be traded to the Pig King for 8 Gold Nuggets.
Life Giving Amulet
The Life Giving Amulet is an item worn in the players 'body' slot. It has the ability to resurrect the player upon death, and also slowly converts the players Hunger to Health (e.g. it regenerates the players health while draining hunger), hence the name, Life Giving Amulet.
Lying Robot
It can be traded to the Pig King for 5 Gold Nuggets.
Melty Marbles
It can be traded to the Pig King for 4 Gold Nuggets.
Mismatched Buttons
It can be traded to the Pig King for 7 Gold Nuggets.
Nightmare Fuel
Nightmare Fuel is an item that is usually only obtainable while insane, unless found in Graves. Nightmare Fuel is used in most Magic recipes. It is one of the few items that moves while dropped on the floor.
Red Gem
The Red Gem can also be gained as a drop from Fire Hounds. Therefore, it has 'heat' tendencies. Digging up a grave is the only way of obtaining a Red Gem before the first wave of Hounds containing a Fire Hound, without cheats or bugs.
Second-Hand Dentures
It can be traded to the Pig King for 2 Gold Nuggets.
Tiny Rocketship
It can be traded to the Pig King for 4 Gold Nuggets.

Other Items
Abigail's Flower
Abigail's Flower is a character-specific item used by Wendy to summon the Ghost of her twin sister, Abigail, by placing it on the ground and killing any Mob near the flower. Wendy's own death is also enough to summon Abigail. However, "murdering" a captured mob creature (Rabbit, Butterfly, Bee) directly from the inventory does not appear to act as a sacrifice.

Mobs engaging each other and causing a mob death near the flower (e.g., Pigs vs Spiders) can also cause Abigail to spawn. However, if Abigail "dies" and despawns into a flower and mobs die (or Wendy kills something) around the flower after the cooldown period, Abigail will not spawn unless the flower is picked up first and then placed down near a death occurring.

Summoning Abigail drains Sanity by 50 points. When she "dies," she will drop the flower so Wendy can spawn her again after the cooldown period has expired. Abigail flowers will automatically disappear after being abandoned for 3 days.

The flower has three stages of blooming. Initially, it will start as a pale, closed flower. Once charged, it becomes a more reddish pink color and is in bloom. In the third stage, when ready for the blood sacrifice, it will levitate slightly above the ground. Abigail's flower is also visible from the map screen, making it easy to relocate should the player accidentally lose track of it. If the flower somehow falls in the ocean, it will disappear as a normal item will and re-spawn near the player.
Ash
Ash is an ingredient for crafting Healing Salve. Ash is blown away by the wind after being on the ground for 20 seconds.
Azure Feather
The Azure Feather is dropped by Snowbirds. Azure feathers can be used to make Blowdarts. Snowbirds only appear during Winter.
Items - B to F
Beard Hair
Beard Hair is a resource mainly acquired by shaving Wilson's Beard with a Razor. It can also be acquired by killing Beardlings and Beardlords, creatures that replace Rabbits and Bunnymen, respectively, when Sanity drops below 40%
Beardling
A Rabbit will turn into a Beardling when a character's Sanity drops below 40%. All Rabbits, including those in the inventory or containers will become Beardlings.

They can be murdered by right-clicking them in inventory to produce Beard Hair, Monster Meat, or Nightmare Fuel, or cooked over a fire to get Cooked Monster Meat.
Beefalo Horn
A Beefalo Horn is an Item dropped 33% of the time after killing a Beefalo. When blown, the Beefalo Horn uses 10% of its durability and causes up to 5 grown Beefalo to follow the character for the rest of the current day or until they meet up with the player, as at night Beefalo will stop following and go to sleep. They will move at their walking speed and will not fight hostile creatures the way that following Pigs do. Baby Beefalo still follow their parents, which means that they will also move; however, the Horn will not cause them to leave their parents.

The Beefalo will stay in the general area they are brought to. This way, it is possible to lead them into a walled "pen" (so they won't wander off) close to a camp for a steady supply of Manure, Beefalo Wool, and/or Meat. Be careful, though - when mating season comes, having them too close to camp will be a nightmare, as they will smash walls and cause a lot of damage before the player has much time to react.
Beefalo Wool
Beefalo Wool is an item obtained by either killing a Beefalo or a Baby Beefalo or by shaving a Beefalo with a Razor while it sleeps. It is used to make a Beefalo Hat, Puffy Vest, Winter Hat, and Carpeted Flooring.
Bernie
Bernie is a survival item exclusive to Willow. If Willow is insane while bernie is on the ground he will begin talking around and dancing. While actie Bernie will draw the attention of nearby Shadow Creatures, losing durability each time he is hit. Using a Sewing Kit on Bernie will restore him to 100% durability
Birchnut
A Birchnut is an item dropped from Birchnut Trees or Birchnutters. Like Pine Cones, Birchnuts can be planted to create a new Birchnut Tree. Birchnuts spoil over time and are only edible once cooked over a fire. It takes from 7.5 to 10 game hours for them to grow from saplings into small trees.
Box Thing
The Box Thing is one of four Things used on the Wooden Thing. It is surrounded by Stone Walls and evil flowers along with a Gnome and Spear on a small Rockyland Biome.
Bone Shards
Bone Shards are obtained by hammering Bones and Skeletons by destroying Tumbleweeds and Hound Mounds or gifted from Catcoons. They are used to construct a Rain hat, Eyebrella, Rain Coat, Bucket-o-poop
Butter
Butter can only be obtained from catching butterflies with a bug net, however only has a 2% chance of a drop. Butter can only be used in Waffles.
Cat Tail
Dropped by Catcoon but is only used to create a cat cap.
Charcoal
Charcoal is a resource which is generally obtained by burning down a Tree or by killing Krampus. Charcoal can be used to construct a Drying Rack or a Crock Pot, and is also used to craft Fire Darts, Boomerangs, and Gunpowder.
Crank Thing
Crank Thing is one of four Things used on the Wooden Thing. It is surrounded by evil flowers in a small Savanna along with a Pig House surrounded by 3 Spiky Trees and an Axe.
Crimson Feather
The Crimson Feather is dropped by Redbirds. Crimson Feathers can be used to make Fire Darts, Feather Hats and a Summer Frest.
Crow
Birds can be caught using a Bird Trap. Placing the trap on the ground will eventually catch a bird. They can be Murdered by right-clicking them in inventory to produce a Feather or Morsel, or be cooked on fire for a Cooked Morsel. They can also be imprisoned in Bird Cages.
Dark Petals
Dark Petals are obtained by picking Evil Flowers that spawn around the Things or a Totally Normal Tree. Evil Flowers drain the player's Sanity by 5 when picked. Dark Petals can be eaten to drain an additional 5 Sanity points or used to craft Nightmare Fuel using a Shadow Manipulator or a Prestihatitator.

Hiveless Bees are able to pollinate and create new Evil Flowers, making Dark Petals a renewable resource.
Down Feather
It is dropped by Moose/Goose and her Moslings. Its only purpose is to craft a Luxury Fan or a Weather Pain.
Eye Bone
Eye Bone is a naturally spawning item, that is possible to find anywhere on the map simply laying on the ground, typically near a road. Once picked up by a player, it spawns Chester who will keep following the player as long as they have the Eye Bone in their inventory. The Eye Bone can be dropped on the ground or placed inside Chester to make him stop following the player and remain stationary.

If Chester is killed, he will drop all stored items, and the dropped Eye Bone will no longer blink and keep closed. The eyelid will reopen after Chester respawns in one day.
Fireflies
Fireflies are passive light-producing Mobs that appear at night in Forest and Grassland Biomes, mainly in Mushtree Forests. They are used to make a Pumpkin Lantern and Miner Hat. They can also be used to refuel Miner Hats and Lanterns by 39%.
[/table]
Items - F to L
Fleshy Bulb
A Fleshy Bulb is an item dropped by Lureplants when killed. When planted by the player, it will spawn a new Lureplant. It will take 2 days for a freshly planted bulb to turn into an active Lureplant, and taking its lure will reset the Lureplant to its "just planted" state.
Fur Tuft
The Bearger has a 20% chance to drop three Fur Tufts each time it uses its Ground Pound attack. It is used to craft Thick Fur, or as Campfire fuel. Fur Tufts left on the ground will eventually blow away.
Glommer's Flower
It is obtained on the night of a full moon at Glommer's Statue where it will bloom, emitting light. Picking the flower will make the Glommer that spawned nearby follow the player as long as it is in the inventory, much like Chester. The flower is viewed as edible by mobs and at danger of being eaten by Werepigs. It is also used along with Glommer's wings to craft a Old Bell
Glommer's Wings
Glommer's Wings are an item dropped by Glommer. It is used to craft the Old Bell and is renewable, as the player can obtain one each Full Moon by killing Glommer. The Wings can also be used as fuel for fires, or the Ice Flingomatic in case the player doesn't have a Glommer's Flower to make the Old Bell.
Glommer's Goop
Glommer's Goop is an item dropped by Glommers periodically every 2-4 days or when they're killed. Other than its use as fuel for a Fire (360s FP 180s CF), it can be eaten, providing 40 health and around 9 hunger, but decreasing sanity by 50. It can also be used as Fertilizer for Farming. Glommer's Goops are a good way to go insane when trying to kill Shadow Creatures for Nightmare Fuel or farming Beardlings. Its high fuel value makes it an ideal fuel for Ice Flingomatics.
Flint
Flint is an item used to craft basic tools. It can be found on the ground or by mining Boulders with the Pickaxe. Flint is one of the first and most needed items in the game and should be sought after as soon as a new game starts. It is recommended to always have at least 2 flint in inventory at all times in case a basic tool or Spear needs to be crafted.
Gold Nugget
A Gold Nugget is a mineral item which can be found by mining Boulders with gold veins on their side, or received from the Pig King when fed certain foods or given Gravedigger Items. Gold Nuggets can also be found lying on the ground in Graveyards or in Rockyland biomes.

Gold Nuggets are used to create many items such as a luxury tools and science recipes.
Hatching Tallbird Egg
A Hatching Tallbird Egg is a Tallbird Egg that has started to hatch after being placed near a Campfire or Fire Pit for at least 10 seconds. Hatching takes roughly 3 days and, when hatched, it will turn into a Smallbird. The Hatching Tallbird Egg can be eaten, providing the player with 23 Hunger and 5 Health, and cooking it over a fire produces Fried Tallbird Egg.
Honeycomb
Honeycombs are acquired by destroying Bee Hives and Killer Bee Hives, unless burned down (which yields Ash). Honeycombs are mainly used to build Bee Boxes but can also be used in Taffy, Pumpkin Cookie, and Ice Cream recipes as a substitute for Honey or as a neutral filler in any other recipes. However, Honeycomb itself cannot be eaten.
Hound's Tooth
A Hound's Tooth is a resource that is obtained by killing Hounds, Red Hounds, and Blue Hounds. Hound Mounds, once destroyed, will also drop three Hounds' Teeth. This item can be used to craft a Dapper Vest, Blow Dart, Sewing Kit, and Tooth Trap.
Ice
Ice is obtained by mining Mini Glaciers and is used to craft various temperature-reducing items, added to an Ice Cube to repair it, eaten to reduce the player's temperature by 40 degrees for 7.5 seconds, or used to extinguish fire and smoldering objects. Ice is also used in a few Crock Pot recipes, or can be used as a filler like Twigs.
Killer Bee
If murdered you will receive 83.3% chance of a stinger and 16.7% chance of honey. Killer bees can be placed in chester as a bee bomb when he is killed or released straight into the map to help you fight mobs.
Krampus' Sack
The Krampus Sack is a wearable storage item. It is an extremely rare drop from Krampus, with only 1% of drop chance. It has 14 inventory slots. It cannot be placed in the player's inventory or in Chests, and it can't be lit on fire. In addition the Sack is also Waterproof.
Light Bulb
A Light Bulb is a Food item obtained by picking a Light Flower or killing a Slurper or Big Tentacle. It can be used to build and refuel a Lantern or Miner Hat by 19% per bulb. Light Bulbs can also be eaten to restore 1 Health. Light Bulbs can be placed on the ground to make a Light source which is enough to prevent an attack from Charlie.
Log
Logs are basic building materials that have multiple purposes. Logs can be Refined to become Boards, which open up for more complex building opportunities.

Logs are dropped from Evergreens after cutting the trees with an Axe. The larger the Tree, the more logs are dropped. Tree Stumps from cut Evergreens can be dug using a Shovel to get one extra log. Spiky Trees can also be cut with a chance of getting a log and also give another log when dug up.
Lucy
Lucy the Axe is a character-specific item that Woodie begins the game with. Lucy has infinite durability and in Woodie's hands, cuts Trees very fast. Lucy can be used as a melee weapon, dealing half the damage of the regular axes. If Lucy is lost or abandoned, she will take over a new axe the next time Woodie performs a chopping action.
Items - M to S
Manure
Manure is a resource used for fertilizing planted crops and creating farms. Manure is a renewable resource that is generated by several creatures in the world, including Pigs, Koalefants, Beefalo and Splumonkeys. They are all dropped from their animals periodically, except for the Pigs, who need to be fed Vegetables or Fruits.
Marble
Marble is obtained by mining Marble Pillars, Marble Trees, Harp Statues, and Maxwell Statues with a Pickaxe. Marble is used to make Checkerboard Flooring and the Marble Suit.
Metal Potato Thing
The Metal Potato Thing is one of the four Things used on the Wooden Thing. It is located near some Basic Farms, which are surrounded by some Grass and Twigs, Shovels, and unpicked Carrots.
Moleworm
A live Moleworm can be obtained by attacking it (one time) with a Hammer, after it surfaces. Living moleworms are used to craft Moggles, Rain Hat and a Guacamole.
Moon Rock
Meteors will only land in areas surrounded by other Boulders, such as Rockyland Biomes. Mining a meteor will yield 2 Rocks, 1 Flint, and 1 Moon Rock. There is a 25% chance to get an extra Moon Rock and a 60% chance for an extra Flint.
Mosquito
Mosquitoes are hostile insects that spawn from ponds at dusk and night in Marsh biomes. Because they deal a relatively small amount of damage, farming them can be profitable for health from their Mosquito Sacks.
Mosquito Sack
The Mosquito Sack is the blood storing sack of Mosquitos, with a 50% chance to drop upon its death. When used, it will heal the player or mob for 8 health, similar to the Spider Gland. Also like Spider Glands, Mosquito Sacks are very flammable and can be set alight.
Nitre
Nitre is a mineral resource obtained by mining smooth Boulders. It is used to craft Gunpowder.
Petals
Petals are a Vegetable Food item obtained by picking Flowers, which are commonly found in Grassland biomes. They restore 5 Sanity when picked and 1 Health point when eaten. Like other vegetables, they can be fed to Pigs to produce Manure. Petals can be used to craft a Garland, a headwear item which restores Sanity over time.
Pig Skin
A Pig Skin can be obtained by killing a Pig, Werepig, or Guardian Pig, by deconstructing a Pig House with a Hammer / Deconstruction Staff or even decontructing a Pig Head with a Hammer. It is used to craft several items, such as the Football Helmet and Umbrella. Spiders and other Pigs will see Pig Skin as food and will eat it if left on the ground. Additionally, it can be fed to Pigs to befriend them.
Pine Cone
Pine Cones can be planted to grow into Evergreen trees. It takes from 7.5 to 10 game hours for them to grow from saplings into small trees. They can also be used as a low-level fuel item. When chopping down trees, it should be noted that chopping down a Large Evergreen will provide two Pine Cones, a Medium Evergreen will provide one, and a Small Evergreen will provide none.

Planting Pine Cones can calm and put to sleep nearby Treeguards, whether or not they are aggressive. The chance of this happening is a maximum of 33% when planted near the Treeguard, with a lower chance when planted farther away. The Treeguard will groan in acknowledgement when a Pine Cone is planted within range, even if it has already been pacified.
Rabbit
Rabbits are passive Mobs commonly found in Grasslands, Forests, and Savannas. They may also spawn from prototyping items at the Prestihatitator. They drop 1 Morsel when killed.
Redbird
Birds can be caught using a Bird Trap. Placing the trap on the ground will eventually catch a bird even without bait. Adding bait such as Seeds or Berries will greatly decrease the time it takes to catch one, however. They can be Murdered by right-clicking them in inventory to produce a Feather or Morsel, or be cooked on fire for a Cooked Morsel. Birds in the player's inventory can be dropped on the ground and will flop on the ground belly-up for a short while before flying off. They can also be imprisoned in Bird Cages.
Ring Thing
The Ring Thing is one of four Things used on the Wooden Thing. It spawns anywhere on the map and is surrounded by Evil Flowers in a circle.
Rocks
Rocks are generally obtained by mining Boulders with a Pickaxe, but they can sometimes be found on the ground. They are used to contruct many things including firepit, science machine and improved farms.
Rot
Rot is produced when Food items (excluding Eggs) are left alone and spoil after a certain time. Rot can be used as Fertilizer for Farming (making crops on Farms grow faster) and reviving Grass Tufts and Berry Bushes.
Scales
Scales are dropped by the Summer Giant, Dragonfly. Scales can be used to craft Scalemail, the Scaled Chest and Scaled Flooring.
Seeds
Seeds are a Food item commonly left on the ground in Summer by Birds. While they can be eaten, Seeds are primarily used for Farming by planting them in a farm plot to grow crops. When planted, Seeds have a chance to grow into Corn (32%), Carrot (32%), Pumpkin (11%), Eggplant (11%), Pomegranate (5%), Durian (5%), or Dragon Fruit (5%).
Items - S to Z
Silk
Silk is a resource obtained from killing or trapping Spiders and used for many important items such as winter clothing and hunting tools (bangarang, fishing rod, bug net, etc).
Snowbird
Birds can be caught using a Bird Trap. Placing the trap on the ground will eventually catch a bird even without bait. Adding bait such as Seeds or Berries will greatly decrease the time it takes to catch one, however. They can be Murdered by right-clicking them in inventory to produce a Feather or Morsel, or be cooked on fire for a Cooked Morsel. Birds in the player's inventory can be dropped on the ground and will flop on the ground belly-up for a short while before flying off. They can also be imprisoned in Bird Cages.
Spider Eggs
Spider Eggs are acquired by destroying a Tier 3 Spider Den or killing a Spider Queen. They can be planted on the ground creating a tier 1 Spider Den, which then grows normally.
Spider Gland
A Spider Gland is a healing item dropped by Spiders when killed or trapped. When used, this item restores 8 Health to players or Mobs, including hostile ones. It can also be used to craft Healing Salve.
Stinger
A Stinger is an item commonly dropped by a Bee or Killer Bee when killed. It has no function except as an ingredient to craft a Sleep Dart.
Tallbird Egg
Tallbird Eggs can be found in Tallbird Nests. Upon collecting the egg, the Tallbird that owns the nest and all nearby Tallbirds will become aggressive and chase the player for a short while. After 17 hours, the owning Tallbird will proceed to lay new egg in its nest. If the Egg is placed by a fire, it will change into a Hatching Tallbird Egg and can be hatched into a Smallbird.
Tam o' Shanter
The Tam o' Shanter is a wearable hat item. It is obtained by killing MacTusk. A Sewing Kit repairs 20% of its durability. The Tam o' Shanter restores 6.7 Sanity per minute while worn.
Telltale Heart
The Telltale Heart is a craftable Survival item. It can be used to revive dead players by left-clicking on the ghost of the dead player.

Upon crafting the Telltale Heart, the player who crafted it will lose 40 Health and 20 Sanity. If a player does not have enough health to craft the heart they will die due to "shenanigans". After reviving with the heart, the player has -20 points of maximum Health along with normal resurrection penalties. The health penalty received by a Ghost using this item can be removed through the use of a Booster Shot.
Tentacle Spike
The Tentacle Spike is a melee weapon. It has a 50% chance to drop from Tentacles, which are found in Marshes.

The Tentacle Spike does 51 damage per hit for players with the normal damage multiplier. It is the fourth highest damage of all weapons, being relatively easy to obtain, and having no drawbacks.
Tentacle Spots
Tentacle Spots are a rare item with a 20% drop chance from a killed Tentacle. They can be used to craft the Feather Hat, and Wickerbottom can use them to craft the Book, "On Tentacles". Tentacle Spots do not spoil and can also be burned as fuel in a Campfire or Fire Pit.
Twigs
Twigs can be collected from Saplings, Spiky Bushes and Spiky Trees, all of which are found planted in the ground. They can be harvested and dug up with a Shovel, and Spiky Trees can be chopped using an Axe (or a Luxury Axe). Each Sapling will drop 1 Twig and then become wasted and won't be harvestable until it regrows. Saplings and Spiky Bushes will regrow in 4 days after collecting. Twigs aren't by themselves edible, but they can be used as filler in many Crock Pot recipes and are required for making Fishsticks, Powdercake, and Kabobs.
Volt Goat Horn
The Volt Goat Horn is an item with a 25% chance to be dropped by Volt Goats. Its only purpose is to be used to craft a Morning Star or Weather Pain, making it worthwhile to farm Volt Goats.
Walrus Tooth
Walrus Tusk is an item sometimes dropped by MacTusk.
Walrus Tusks can only be used to craft a Walking Cane at an Alchemy Engine.
Willow's Lighter
Willow's Lighter is an in-game item that Willow begins with. It acts as a light source in darkness, enough to prevent attacks from Charlie, and it will run out in 20 clock segments (10 mins).
Winter Koalefant Trunk
A Winter Koalefant Trunk is a Meat Food item dropped by Koalefants with a blue Winter coat. It can be used to craft a Puffy Vest.
Books
Birds of the World
  • Number of Uses - 3
  • Cost per use - 50 Sanity
  • Crafting - Papyrus x2 + Egg
Calls 20 to 30 birds.

Applied Horticulture
  • Number of Uses - 5
  • Range - 30
  • Cost per use - 33 Sanity
  • Crafting - Papyrus x2 + Seed + Manure
Grow crops, plants, and trees instantly in the summer. Does not work on unfertilized crops or plants. Doesn't Work in Winter.

Sleepytime Stories
  • Number of Uses - 5
  • Range - 30
  • Cost per use - 33 Sanity
  • Crafting - Papyrus x2 + Nightmare Fuel x2
Cause animals to sleep.

On Tentacles
  • Number of Uses - 5
  • Range - 8
  • Cost per use - 50 Sanity
  • Crafting - Papyrus x2 + Tentacle Spots
Create 3 tentacles.

The End is Nigh
  • Number of Uses - 5
  • Range - 3 to 15
  • Cost per use - 33 Sanity
  • Crafting - Papyrus x2 + Red Gem
Create 16 lightnings.
Crafting - Tools
Axe
  • Materials Needed - Twigs ×1, Flint ×1
  • Tier - Always available
  • Damage - 27.2
  • Durability - 100 uses
  • Perk - Chops wood
  • Stacks up to - Doesn't Stack

Luxury Axe
  • Materials Needed - Twigs ×4, Gold Nuggets ×2
  • Tier - Alchemy Engine
  • Damage - 27.33
  • Durability - 400 uses
  • Perk - Chops wood
  • Stacks up to - Doesn't Stack

Pickaxe
  • Materials Needed - Twigs ×2, Flint ×2
  • Tier - Always available
  • Damage - 27.2
  • Durability - 33 uses
  • Perk - Mines Boulders
  • Stacks up to - Doesn't Stack

Opulent Pickaxe
  • Materials Needed - Twigs ×4, Gold Nuggets ×2
  • Tier - Alchemy Engine
  • Damage - 27.2
  • Durability - 132 uses
  • Perk - Mines Boulders
  • Stacks up to - Doesn't Stack

Shovel
  • Materials Needed - Twigs ×2, Flint ×2
  • Tier - Science Machine
  • Damage - 17
  • Durability - 25 uses
  • Perk - Used for Digging
  • Stacks up to - Doesn't Stack
Shovels can be used dig up Plants such as Berry Bushes, Grass, and Saplings in order to replant them in a more desirable location (usually closer to a base camp).

Shovels can also uproot Tree stumps for 1 Log, regardless of their size, and chopped Mushtrees, also for 1 Log. They can dig up Rabbit Holes at the cost of permanently robbing the rabbits of a home, therefore, preventing any more to respawn from that point. Additionally, the Shovel can be used to dig up Graves to acquire Gravedigger Items at the cost of -10 Sanity per Grave dug.

Regal Shovel
  • Materials Needed - Twigs ×4, Gold Nuggets ×2
  • Tier - Alchemy Engine
  • Damage - 17
  • Durability - 100 uses
  • Perk - Used for Digging
  • Stacks up to - Doesn't Stack
See Shovel Description ^

Pitchfork
  • Materials Needed - Twigs ×2, Flint ×2
  • Tier - Science Machine
  • Damage - 17
  • Durability - 200 uses
  • Perk - Digs up Turfs
  • Stacks up to - Doesn't Stack
A Turf's instant availability and decent fuel value, coupled with the Pitchfork's high durability and quickness, makes using Turfs one of the easiest options for fueling Campfires and Fire Pits. Turfs are not renewable, however.

Razor
  • Materials Needed - Twigs ×2, Flint x2
  • Tier - Science Engine
  • Durability - N/A
  • Perk - Shaves Beards and Beefalo
  • Stacks up to - Doesn't Stack
The Razor can be used to shave Wilson's or Webber's beard, which provides leftover Beard Hair or Silk. To shave, simply click the Razor on Wilson or Webber or right-click the Razor. The amount of Beard Hair or Silk received depends on the beard's length.

The Razor can also be used to shave Beefalos while they are sleeping (whether at night or when put to sleep using Sleep Darts, Amulets, or Pan Flutes), resulting in 3 Beefalo Wool. Using the Razor to acquire Beefalo Wool is arguably more efficient than killing Beefalo outright. The Beefalo will not wake up after being shaved, but Beefalo in heat will sometimes wake up and attack. Wearing a Beefalo Hat prevents Beefalo in heat from attacking the player.

Hammer
  • Materials Needed - Twigs ×3, Rocks ×3, Rope x2
  • Tier - Science Machine
  • Damage - 17
  • Durability - 75 uses
  • Perk - Deconstructs Structures
  • Stacks up to - Doesn't Stack
Using the Hammer on a Structure that has "uses" (e.g. the Tent) may return less than 50% of the materials used to craft it, based on how many times the Structure has been used.
Crafting - Light
Campfire / Firepit Warning
Adding too much fuel to a campfire / firepit can cause nearby Trees, Grass, Saplings, or any other flammable objects to catch fire, which can start large forest fires in a Forest biome. This danger can be averted by building away from other flammable objects, or opting for the Fire Pit. During Winter, Campfires provide enough warmth to keep a character alive without any additional clothing, provided that the character stays nearby and keeps adding fuel.

Campfire
  • Materials Needed - Logs x2, Cut Grass x3
  • Tier - Always Avaliable
  • Renewable - Yes
Generally, campfires are built when lacking resources to make a Fire Pit or when camping in a location that isn't meant to be permanent, e.g. wandering away from the main base once it's established.

Once built, the Campfire lasts 2 minutes and 15 seconds unless more fuel is added. Additional fuel increases fire duration linearly up to a maximum of 4.5 minutes while heat and light emitted goes up in four discrete steps: 70 / 120 / 180 / 220 degrees and 2 / 3 / 4 / 5 units of distance, respectively. The different stages can be observed by the growing flames and left-click feedback.

In rain, a campfire may burn its fuel up to 250% faster (depending on precipitation rate).

Firepit
  • Materials Needed - Logs x2, Rocks x12
  • Tier - Always Avaliable
  • Renewable - Yes
Once built, the Fire Pit lasts until it is deconstructed and its flame lasts 3 minutes unless more fuel is added. Additional fuel increases fire duration linearly up to a maximum of 6 minutes while heat and light emitted goes up in four discrete steps: 70 / 120 / 180 / 220 degrees and 2 / 3 / 4 / 5 units of distance, respectively. The different stages can be observed through the size of the flames and left-click feedback.

In rain, a Fire Pit may burn its fuel up to 200% faster (depending on precipitation rate).

Miner Hat
  • Materials Needed - Straw Hat ×1 Gold Nugget ×1 Fireflies ×1
  • Tier - Alchemy Engine
  • Water Resistance - 20%
  • Durability - 7 min 48 sec
  • Perk - Provides light while worn
The Miner Hat allows the player to keep their hands free, allowing weapons or tools to be used at night. In order to keep producing light, the Miner Hat needs to be refueled with Fireflies, Slurtle Slime, or Light Bulbs before durability runs out. Fireflies will refuel it for 38.5%, which will last for 180 seconds; Light Bulbs for 19%, which will last for 90 seconds; and Slurtle Slime for 9.5%, which will last for 45 seconds.

Torch
  • Materials Needed - Cut Grass ×2, Twigs ×2
  • Tier - Always Available
  • Durability - 75 seconds (2.5 game hours)
  • Perk - Provides light while worn
In Rain, a Torch may burn up to 150% faster (depending on precipitation rate). With a torch you can actually light many things on fire such as Trees, Spider Dens and Beehives. If the burning object contains creatures like a Beehive does, they will exit the structure when it is set ablaze. Burning objects will also ignite other objects (or creatures) if they are nearby, possibly spreading to cause massive fires. Torches also provide some heat and thereby delay Freezing, although not by much.

Pumpkin Lantern
  • Materials Needed - Pumpkin ×1, Fireflies ×1
  • Tier - Alchemy Engine
  • Durability - 10 min in Summer, 12 min 30 sec in Winter
  • Perk - Spooky Illumination
A Pumpkin Lantern is a stationary light source, though it can be carried in the inventory and (re)placed any time. The Pumpkin Lantern's perish/spoilage timer will not reset when picked up and deposited on the ground again.

Lantern
  • Materials Needed - Light Bulb ×2, Twigs ×3, Rope ×2
  • Tier - Alchemy Engine
  • Durability - 8 min
  • Perk - Refuelable Portable Light
Once crafted, it lasts 8 minutes before it must be refueled with either Light Bulbs, Fireflies, or Slurtle Slime. Fireflies will refuel it for 39%, which will last for 180 seconds, a Light Bulb refuels for 19%, which will last for 90 seconds, and Slurtle Slime fuels for 9.5%, which will last for 45 Seconds. Like a Fire Pit, as fuel is depleted, the light radius gradually becomes smaller.

Willow's Lighter
  • Materials Needed - Rope x1, Gold Nugget x2, Petals x3
  • Tier - Always available (for Willow only)
  • Durability - 10 mins
  • Perk - Provides light while worn
In Rain, Willow's Lighter may burn up to 50% faster. With Willow's Lighter you can actually light many things on fire such as Trees, Spider Dens and Beehives. If the burning object contains creatures like a Beehive does, they will exit the structure when it is set ablaze. Burning objects will also ignite other objects (or creatures) if they are nearby, possibly spreading to cause massive fires. Willow's Lighter also provide some heat and thereby delay Freezing, although by a tiny amount.

Endothermic Fire
  • Materials Needed - Nitre ×2, Cut Grass ×3
  • Tier - Science Machine
  • Perk - Provides light, cools the player
An Endothermic Fire provides light and cools the player. It can be fueled with the same items that fuel regular fire (see Fuel). In addition, it can also be fueled with Nitre. An Endothermic Fire is unable to cook food. When burnt out, it drops Ashes.

Endothermic Fire Pit
  • Materials Needed - Nitre ×2 Cut Stone ×4 Electrical Doodad ×2
  • Tier - Alchemy Engine
  • Perk - Provides light, cools the player
The Endothermic Fire Pit is the permanent version of the Endothermic Fire. It provides light and cools the player. It can be fueled with the same items that fuel regular fire. In addition, it can also be fueled with Nitre but is unable to cook food.

Moggles
  • Materials Needed - Moleworm ×2, Electrical Doodad ×2, Glow Berry ×1
  • Tier - Alchemy Engine
  • Perk - Nightvision
  • Duration - 1.5 Days
When worn, the player is able to see in the dark with a sort of negative filter. If the player wears the Moggles when there is light outside, their surroundings appear extremely bright. Unlike other light items, Moggles allow the player to see everything on the screen.

Moggles will last for one and a half days in total but can be recharged using Glow Berries, which will restore their durability by 33.3%.
Crafting - Survival
Telltale Heart
  • Crafting - Cut Grass ×3 Spider Gland ×1
  • Durability - 1 use
  • Perk - Revives a Ghost
  • Stacks up to - Doesn't Stack
Upon crafting the Telltale Heart, the player who crafted it will lose 40 Health and 20 Sanity. If a player does not have enough health to craft the heart they will die due to "shenanigans". After reviving with the heart, the player has -20 points of maximum Health along with normal resurrection penalties. The health penalty received by a Ghost using this item can be removed through the use of a Booster Shot.

Backpack
  • Crafting - Cut Grass ×4 Twigs ×4
  • Tier - Science Machine
  • Durability - Has no durability
  • Perk - +8 inventory slots
  • Stacks up to - Can't be held in the inventory
When a Backpack is created it automatically equips itself in the Chest Slot if it is available. Wearing the Backpack provides 8 additional inventory slots. This item uses the same equipment slot as
Straw Roll
  • Crafting - Cut Grass ×6, Rope ×1
  • Tier - Science Machine
  • Perk - Gives you Sanity at the cost of hunger
  • Fuel Value - 360/180 sec
  • Stacks up to - 10
The Straw Roll is a one time use survival item that can be used to skip dusk and night. A Straw Roll burns longer than the sum of its components (360 seconds versus 270 seconds, respectively, when used in a Fire Pit).

Bird Trap
  • Crafting - Twigs ×3, Silk ×4
  • Tier - Science Machine
  • Durability - 8 uses
  • Perk - Catch winged birds
  • Stacks up to - Doesn't Stack

Captured birds will become an inventory item and are currently the only way to place a bird in a Bird Cage. These cages will hold a single bird of any type. The bird will always produce Eggs when fed Meats, which is especially good for about-to-spoil meats, and when fed certain fruits or vegetables, they will produce the corresponding Crop Seeds with a 50% chance of acquiring 1 normal Seeds as well.

Bug Net
  • Crafting - Twigs ×4, Silk ×2, Rope ×1
  • Tier - Science Machine
  • Damage - 4.25
  • Durability - Loses 10% per use, 30% per strike
  • Perk - Catch bugs
  • Stacks up to - Doesn't Stack
It is an important tool for Honey making, as players require Bees for crafting a Bee Box, and Butterflies for planting Flowers around the Bee Box. It's also required to catch Fireflies for a Miner Hat or Pumpkin Lantern. Players can also collect Killer Bees or Mosquitos, a safer alternative than trying to kill them with a weapon, and the captured insects can be used to turn Chester into a bomb if he is being attacked.

Compass
  • Crafting - Gold Nugget ×1 Papyrus ×1
  • Tier - Science Machine
  • Perk - Points the Way North
  • Stacks up to - Doesn't Stack
The Compass is an item used to tell the orientation of the player. When examined, the player will state what direction they're facing (the camera is rotated with the E and Q buttons). The player will start out oriented Northeast.

Fishing Rod
  • Crafting - Twigs ×2, Silk ×2
  • Tier - Science Machine
  • Damage - 4.25 per strike (melee)
  • Durability - 9 reels
  • Stacks up to - Doesn't Stack
A Fishing Rod is a Survival item used to catch Fish or Eels at a Pond. The Fishing Rod can be used to catch up to 9 fish/eels before breaking. Fishing does not count towards Naughtiness, so the player is in no danger from Krampus.

Ponds can be found in any part of the map, but they are most common in Marshes, Forests, and Grasslands. After 2–32 seconds, the line will tug and the "Hook" option will appear. Clicking the left mouse button on the pond will hook the fish, and an additional click will reel it in.
The more often any given pond is used for fishing, the longer it will take for another fish to bite. A fish respawns in a pond after 3.34 game hours.

Healing Salve
  • Crafting - Ash ×2, Rocks ×1, Spider Gland ×1
  • Tier - Science Machine
  • Perk - Heals 20 health and can never spoil
  • Stacks up to - 40

Honey Poultice
  • Crafting - Papyrus ×1 Honey ×2
  • Tier - Alchemy Engine
  • Perk - Heals 30 health and can never spoil
  • Stacks up to - 40
Honey Poultice is the highest tier of health-replenishing item. Moreover, Honey Poultice can be used to heal almost every in-game mob, except Chester and Monsters.

Tent
  • Crafting - Silk ×6, Twigs ×4, Rope ×3
  • Tier - Alchemy Engine
  • Durability - 6 uses
  • Perk - Increases Health and Sanity at the cost of Hunger
The Tent is a Survival structure that can be used to sleep through dusk and night, like an immobile Straw Roll or Fur Roll. It will restore Sanity and Health at the cost of Hunger, and set the player's body temperature to maximum when used.

Thermal Stone
  • Crafting - Rocks ×10, Pickaxe ×1, Flint ×3
  • Tier - Alchemy Engine
  • Perk - Stores temperatures for travel
The Thermal Stone is a Survival item for keeping players warm in Winter. It accumulates heat when near a fire. While having a charge, it emits warmth and delays the moment a character starts to freeze. It provides a maximum amount of 120 points of insulation. Additionally, as a heat source, its maximum temperature is 60°C, and its five visual states correspond to the following temperature ranges, from coolest to hottest:
  • Freezing White : < 0°C
  • Blue : 0°C - 25°C
  • Grey : 25°C - 40°C
  • Yellow :40°C - 50°C
  • Glowing Orange : 50°C - 60°C
The size of the fire affects the maximum charge the stone can attain. Additionally, the Thermal Stone can be repaired with a Sewing Kit, fully repairing it with only one use.

Trap
  • Crafting - Cut Grass ×6, Twigs ×2
  • Tier - Always Available
  • Durability - 8 uses
  • Perk - used to catch small animals such as Rabbits, Frogs, and Spiders
Once set, Traps can be baited with Food items attractive to said animals. Baited or not, a Trap will trigger once a small creature moves close enough to it.

Umbrella
  • Crafting - Twigs ×6, Pig Skin ×1, Silk ×2
  • Tier - Science Machine
  • Damage - 17
  • Water Resistance - 90%
  • Perk - Protects from rain and the sun.
  • Stacks up to - Doesn't Stack
The Umbrella slows the rate at which the player gains Wetness and Overheating. It now also loses durability when passively held, like other Dress items. It can be repaired with a Sewing Kit for 83% durability.

Booster Shot
  • Crafting - Papypus x3, Healing Salve x2, Stinger x1
  • Tier - Alchemy Engine
  • Perk - Restores 20 maximum health
  • Stacks up to - 40
It can restore maximum Health lost through the usage of Telltale Hearts, Jury-Rigged Portals, and Meat Effigies. It will not increase one's maximum Health past the default.
Crafting - Survival (Cont.)
Bernie
  • Crafting - Beard Hair x2, Beefalo Wool x2, Silk x1
  • Tier - Always Available
  • Perk - Distracts Shadow Creatures
  • Stacks up to - Doesn't Stack
Bernie is a Survival item exclusive to Willow. If Willow is insane while Bernie is on the ground, he will begin walking around and dancing. While active, Bernie will draw the attention of nearby Shadow Creatures, losing durability each time he is hit. When Willow dies or leaves the server, Bernie will be dropped to the ground.

When Bernie's durability drops to 0%, he will stop attracting Shadow Creatures. His appearance and icon change to reflect that he is "dead", and examining him will provide a different quote. Using a Sewing Kit on Bernie will restore him to 100% durability.

Pretty Parasol
  • Crafting - Twigs ×4, Cut Grass ×3, Petals ×6
  • Tier - Always Available
  • Sanity Aura - 2/min
  • Perish Time - 2 days
  • Water Resistance - 50%
  • Perk - Protects against wetness and overheating.
  • Stacks up to - Doesn't Stack
The Pretty Parasol, when equipped, provides some protection from wetness from rain, and overheating during Summer. It is easier to craft than an Umbrella, but it provides less rain protection. It does however, restore a very small amount of Sanity. Like the Garland, the Pretty Parasol does not have durability but instead spoils over time.

Siesta Lean-to
  • Crafting - Silk ×2, Boards ×4, Rope ×3
  • Tier - Always Available
  • Perk - Lowers temperature and raises Sanity and Health at the expense of Hunger
  • Stacks up to - Doesn't Stack
The player is able to sleep inside the Siesta Lean-to only during the day until the evening and reduce the player's current temperature by 8 °C, but only if the player's temperature is above 18 °C. This makes it very handy for Summer, where heat is the most prominent threat and dusk and night are a lot shorter than the other seasons. Functioning similarly to the Tent, sleeping in the Siesta Lean-to will restore health and sanity at the cost of hunger and has 6 uses.

Luxury Fan
  • Crafting - Down Feather ×5, Cut Reeds ×2, Rope ×2
  • Tier - Alchemy Engine
  • Perk - Cools you down and puts out fires
  • Stacks up to - Doesn't Stack
When used, it puts out nearby fires and reduces body temperature of the player by 50°, but it will never reduce temperature to below 2.5 °C.

Due to the range of its effect, the Luxury Fan is a good substitute for the Ice Flingomatic to put out fires during Summer, especially when the player starts in Spring, since Ice could possibly be scarce.

Insulated Pack
  • Crafting - Thick Fur ×1, Gears ×3, Electrical Doodad ×3
  • Tier - Alchemy Engine
  • Perk - Slows stored food spoilage
  • Stacks up to - Doesn't Stack
The Insulated Pack is a backpack used to expand the character's inventory. The Pack itself cannot be placed in one's inventory or a Chest and only one may be equipped at a time. When an Insulated Pack is created, it automatically equips itself in the Chest Slot, if it is available. This item uses the same equipment slot as Armor and Vests, which means wearing one requires sacrificing the benefits of the other.

Although Insulated Packs cannot be placed in inventory or in Chests, they can be placed on the ground and used for storage. Any item clicked on an Insulated Pack which is on the ground will give the 'Store' option allowing the pack to be filled without equipping it.

Despite slowing the spoilage of food items, the Insulated Pack does not completely work the same way as an Ice Box. Unlike the Box, the Pack will not stop the spoilage of Ice and Ice Cubes and will not be able to freeze a Thermal Stone.

Whirly Fan
  • Crafting - 3 Twigs, 1 Petal
  • Perk - Prevents overheating in summer
  • Durability - 1 min 30 seconds
  • Stacks up to - Doesn't Stack
Whirly Fan grants you low protection from overheating while it spins. It will spin only while you are running. The Whirly Fan has a durability of 1 minute and 30 seconds, and the durability will only go down while it is spinning.

Water Balloon
  • Crafting - Mosquito Sack x2, Ice x1
  • Perk - Puts out fires.
  • Durability - 1 use
  • Stacks up to - 20
In addition to putting out fires in a small area, it also protects objects from catching fire for 30 seconds, subtracts 5 degrees from players' temperatures, and adds 20 wetness (Theoretically, because they add wetness, water balloons can be used to kill other players even outside of PvP), but only players and the Dragonfly can get wetness from water balloons. However, if a player is 100% waterproof the water balloon won't burst upon contact and will simply roll away, essentially wasting it.

Pile o' Balloons
  • Crafting - Unknown
  • Perk - Make Balloons
  • Stacks up to - Doesn't Stack
Pile o' Balloons is placed in Wes' inventory at the beginning of the game. It allows the player to blow up balloons, at a cost of 5 Sanity each. Balloons spawn in a variety of colors and shapes, and they can be pushed around. Balloons have a small chance of distracting mobs (who will attack the balloons instead of the player). They will pop if attacked, or if a nearby balloon pops, setting off a chain reaction. Popping a balloon causes 5 damage.

Fur Roll
  • Crafting - Straw Roll, Bunny Puff
  • Tier - Alchemy Engine
  • Duration - 3 Uses
  • Perk - Gives you Sanity at the cost of hunger
  • Fuel Value - 360/180 sec
  • Stacks up to - Doesn't Stack
The Fur Roll is a one time use survival item that can be used to skip dusk and night. It is similar to the Straw Roll; however, the Straw Roll is single use, while the Fur Roll can be used until it runs out of durability. The player is also immune to any damage during the sleep animation. Upon the Fur Roll's use, if the sleeper's temperature is below 30, it will be set to 30, but if it is above 45, it will increase by 15, making it dangerous to use in the heat of Summer when overheating is a possibility

Piggyback
  • Crafting - Pig Skin ×4, Silk ×6, Rope ×2
  • Tier - Alchemy Engine
  • Perk - +12 inventory slots, slows move speed by 10%
  • Stacks up to - Can't be held in the inventory
It has 4 more slots than a Backpack, but 2 fewer slots than the Krampus Sack. It cannot be placed in the inventory or in Chests. The Piggyback and its contents are waterproof and will not cause sanity drain while equipped. The Piggyback does not give the player any rain resistance, and using it in conjunction with an Umbrella will not protect the rest of the player's items from wetness.
Crafting - Food
Bee Box
  • Crafting - Boards ×2, Honeycomb ×1, Bee ×4
  • Tier - Science Machine
  • Spawns - BeeKiller & Bee
  • Renewable? - No
The speed at which Bees gather Honey is affected by the quantity and proximity to Flowers near a Bee Box. Every time a Bee successfully pollinates 6 Flowers, it will return home and increase the Honey contained within by 1. The same Flower cannot be pollinated twice by the same Bee within one trip or by two Bees at the same time. If a Bee doesn't manage to collect enough Flowers before dusk, it will have to start all over the following morning. For these reasons, having too few Flowers around a Bee Box can potentially halt production entirely.

Bee Boxes can contain anywhere between 0 and 6 Honey. Visually they progress through 4 different stages to indicate Honey saturation at 0, 1-2, 3-5 and 6 units respectively. For example a bee box at stage 3 (almost full) may contain between 3 to 5 pieces of Honey.

After harvesting their Honey, all remaining Bees in the Bee Box will emerge as workers and attack while those that were already outside will ignore the threat unless the player fights back.

Tips
  • A good way to get honey faster is to capture some Butterflies with a Bug Net and plant them as Flowers near the box, increasing efficiency of bees for collecting honey.
  • Bees are slow and can easily be outrun if aggravated. Their kite attacks can even create a larger distance between themselves and the player. It will only take a few seconds of running before Bees will lose interest.
    • Equip a Walking Cane or build a Cobblestone path to the Bee Box. A player can use the increased movement speed to harvest Honey without fear of retaliation if timed correctly.
  • Keep Boxes close to the base. If the player gets too far away, the game hibernates all bees and switches to a simplified model to simulate Honey production, which yields considerably less Honey.

Crock Pot
  • Crafting - Cut Stone ×3, Charcoal ×6, Twigs ×6
  • Tier - Science Machine
  • Perk - Cook better food
A Crock Pot has four item slots that can be filled by placing the item into the Crock Pot itself or any of the slots. When the Crock Pot is open, shift+clicking any cookable item will move it instantly into the pot. Only one item can be placed in each slot, and all slots need to be filled before cooking can commence. Spoiled Food used in Crock Pot will have the spoilage value averaged among the ingredients, then halved.

It takes 40 seconds to cook an average recipe (exact times are listed in each individual recipe). Cooked meals will not begin to spoil until the player removes them from the Crock Pot - the food will stay as it is in the pot until the player takes it, it's eaten by a Lureplant, or the pot is destroyed, leaving the meal on the ground among the resources. All Crock Pot dishes can be stacked up to 40.

Drying Rack
  • Crafting - Twigs ×3 Charcoal ×2 Rope ×3
  • Tier - Science Machine
  • Perk - Dry meats
Only uncooked meats can be dried into Jerky. Jerky, Small Jerky, and Monster Jerky can all be created using a Drying Rack, each of which spoils much more slowly than either their fresh or fire-cooked counterparts. Dried foods also provide a greater health bonus when eaten. For example, a Small Jerky provides 8 Health, while a Cooked Morsel provides only 1 health; large Jerky provides 20 health, while Cooked Meat provides only 3 health. Monster Jerky still drains health and sanity, but to a lesser degree.

Unlike cooking meat, the jerky created will always be completely fresh, instead of having half less spoilage than the meat used. This means a spoiled morsel can be dried to get a completely fresh piece of Jerky. Meat left on the racks do not spoil until collected.

All Meats take 1 day to dry (expect Meat and Batilisk Wing which take 2).

Farms
Basic Farm
Improved Farm
  • Crafting - Cut Grass ×8, Manure ×4, Log ×4
  • Tier - Science Machine
  • Perk - Grows Seeds
  • Crafting - Cut Grass ×10, Manure ×6, Rocks ×4
  • Tier - Science Machine
  • Perk - Grows Seeds Faster
Specific crops can be grown by using Crop Seeds which take about 40 daylight hours (20 for improved farm) to finish growing. This process can be accelerated by the use of Fertilizers (3 Guano, 4 Manure or 16 Rot/Rotten Eggs). After growing 20 crops (30 crops improved farm) (accelerated or not) the Basic Farm will be depleted and must itself be fertilized to continue being used. Both the Basic and Improved Farms cease to function in Winter, though during the first and last few days of Winter, fertilizer can still be used to grow the crops. Crops will also grow twice as fast when the world goes above 28 degrees.

Ice Box
  • Crafting - Boards ×1, Gears ×1, Gold Nugget ×2
  • Tier - Alchemy Engine
  • Perk - Reduces spoilage rate by 50%
Like a Chest, the Ice Box can hold up to 9 items or stacks of food type items. It cannot, however, contain the never spoiling types of food such as Deerclops Eyeballs or Tallbird Eggs.

As food spoils faster in Summer, it is recommended players put their food in the Ice Box to slow down the spoiling rate of food and help preserve food for Winter.

Bucket-o-poop
  • Crafting - Manure ×3, Bone Shards ×2, Log ×4
  • Tier - Alchemy Engine
It is used to maximize the uses of Manure as fertilizer. It has ten uses; each use decreases its durability by 10%. Despite Manure being able to be used as fuel, the Bucket-o-poop is unable to fuel fires; however, it can still extinguish smoldering objects.
Crafting - Science
Science Machine
  • Crafting - Gold Nugget ×1, Log ×4, Rocks ×4
  • Tier - Always Available
  • Perk - Unlock even more Crafting Recipes
The Science Machine is a Science crafting station used to prototype Tier 1 Science items, unlocking the items' crafting recipes so the player can craft them at any time with the materials required. Additionally, the player will regain 15 Sanity whenever the player prototypes an item.

Electrical Doodad
  • Crafting - Gold Nugget ×2, Cut Stone ×1
  • Tier - Science Machine
The Electrical Doodad is a crafting ingredient used in several different recipes, such as an Endothermic Fire Pit and Ice Flingomatic. Electrical Doodads have a small chance to be coughed up by friendly Catcoons.

Alchemy Engine
  • Crafting - Boards ×4, Cut Stone ×2, Electrical Doodad ×2
  • Tier - Science Machine
  • Perk - Unlock even more Crafting Recipes
The Alchemy Engine is used to prototype Tier 2 science items, effectively unlocking the items so that the player can craft them at any time with the materials required. Additionally, Sanity will increase by 15 if the player prototypes an item.

A Science Machine is required to prototype an Alchemy Engine, unless the player is playing as Wickerbottom. When built, the Alchemy Engine is still able to unlock Tier 1 items even without a Science Machine, so it is wise to break the Science Machine for resources.

Divining Rod
  • Crafting - Twigs ×1, Nightmare Fuel ×4, Gears ×1
  • Tier - Alchemy Engine
  • Perk - Helps locate Things and Maxwell's Door
The Rod increases in pitch and speed depending how close a Thing or the Door is. It also radiates rings of different colors, again depending on how far away the target item is.

Gunpowder
  • Crafting - Rotten Egg ×1, Charcoal ×1, Nitre ×1
  • Tier - Alchemy Engine
  • Damage - 200
  • Stacks up to - 40
When placed on the ground and lit on fire, it will proceed to explode after 3–6 seconds, destroying objects and dealing massive damage in a small radius (less than one Wall unit, or 1/4th of a Turf unit.). It deals 200 damage per charge and can be exploded in stacks, which is more than enough to instantly kill an unarmored character at full health.

Lightning Rod
  • Crafting - Gold Nugget ×3, Cut Stone ×1
  • Tier - Science Machine
  • Renewable - Yes
When placed, the Lightning Rod diverts Lightning from striking and igniting nearby flammable objects such as Berry Bushes, Saplings, Grass Tufts, and Trees. It will provide protection from strikes for about two screens of surrounding area or 40 units of distance.

The Lightning Rod also provides a small radius of light (but not heat) after absorbing a Lightning bolt, which is just bright enough to prevent Charlie from attacking. The light lasts for a few Days and will go dark as soon as morning comes.


Rainometer
  • Crafting - Boards ×2, Gold Nugget ×2, Rope ×2
  • Tier - Science Machine
  • Perk - Indicates the probability of precipitation
The Rainometer is a Science structure that predicts precipitation. Like the Thermal Measurer, which predicts the season, the Rainometer predicts when Rain is coming. The Rainometer has 3 stages, Sunny, Cloudy, and Raining. The arrow in the middle shows what weather is imminent or occurring at the time.

Thermal Measurer
  • Crafting - Boards ×2, Gold Nugget ×2
  • Tier - Science Machine
The Thermal Measurer can measure temperatures in a range from 0 to 35 degrees (actual temperature can go outside of this range). The gauge goes up as temperature increases (signifying Summer's approach), and goes down as the temperature falls (signifying Winter's approach). During the winter, it turns blue.



Ice Flingomatic
  • Crafting - Gears ×2, Ice ×15, Electrical Doodad ×2
  • Tier - Alchemy Engine
The Ice Flingomatic can be turned on and off by the player. When turned on, the Ice Flingomatic will automatically launch snowballs to extinguish any smoldering objects or Fires, within its range. This also includes Campfires, Fire Pits, Night Lights, and Endothermic Fires. It will not target players holding Torches (or Willow's Lighter).

The Ice Flingomatic has a limited fuel tank, indicated by a red gauge on the front of the unit. A full tank will last 5 days, and can be refueled with any fuel substances, such as Logs or Rot. Fuel is consumed over time (not uses). The Ice Flingomatic will target withered Berry Bushes, Grass Tufts, and Saplings, allowing them to be harvested normally throughout the Summer.
Crafting - Fight
Bee Mine
  • Crafting - Boards ×1, Bee ×4, Flint ×1
  • Tier - Science Machine
  • Stacks up to - Doesn't Stack
When a creature comes near enough to the Bee Mine, it explodes, spawning four regular Bees who are aggressive to whomever/whatever triggered the mine. Bees from a triggered mine will not target the player, since they conform to regular Bee behaviour. That being the case, they will fall asleep if released at night.

If the Bees from the Mine are attacked by their target, other Bees from either Bee Boxes or Bee Hives will come to help. Once the target is dead, the Bees will remain and can be caught with a Bug Net to make another mine. Catching them counts as aggression, and if there were others nearby assisting against the bomb target, those will attack the player, too.

Bees, Killer Bees, Butterflies, Batilisks, Mosquitoes, and Shadow Creatures cannot activate Bee Mines.

Blow Dart
  • Crafting From - Cut Reeds ×2, Hound's Tooth ×1, Azure Feather ×1
  • Tier - Science Machine
  • Damage - 100
  • Stacks up to - 20
Blow Darts are useful when handling dangerous monsters, destroying Bee Hives, and in a pinch, cause fleeing mobs to become aggressive. The high damage of the darts allows players to easily kill them without risk.
  • 2 shots can destroy a Bee Hive
  • 1-5 shots can kill normal mobs (including Guardian Pigs, MacTusk, Merms and Spiders)
  • A shot will cause neutral mobs such as a Koalefant to attack the player

Fire Dart
  • Crafting From - Cut Reeds ×2, Charcoal ×1, Crimson Feather ×1
  • Tier - Science Machine
  • Damage - 50
  • Stacks up to - 20
Fire Darts will set the target Mob on fire. Each Fire Dart can be used only once.

If a mob drops cookable food and is killed with a Fire Dart, the mob will drop cooked food instead (e.g. a rabbit would drop a cooked morsel).

Red Hounds are immune to Fire Darts.

Sleep Dart
  • Crafting From - Cut Reeds ×2, Stinger ×1, Jet Feather ×1
  • Tier - Science Machine
  • Damage - 0
  • Stacks up to - 20
Sleep Darts cause the creature to fall asleep. If the player attacks it, the creature will wake up immediately. Some mobs have a resistance to sleep, requiring up to five darts to be put to sleep. Each Sleep Dart can be used only once.

Butterflies, Ghosts, Shadow Creatures, Mandrake, Depths Worms and Tentacles are immune to Sleep Darts.

Boomerang
  • Crafting From - Boards ×1, Silk ×1, Charcoal ×1
  • Tier - Alchemy Engine
  • Damage - 27.2
  • Duraability - 10 Uses
  • Stacks up to - Doesn't Stack
The Boomerang returns to the player after being thrown. The player must catch it by holding down the action key (default Space key) while it is on its way back. If it isn't caught after being thrown, it will hit the player, causing damage and losing twice the durability on return, and the player will have to pick it up from the ground in order to use it again.

The Boomerang will return to the player even if the player moves from the original throwing spot. It will not hit a target if the target moves out of range before the Boomerang reaches it, but it will always return to the player no matter how far they are.

Football Helmet
  • Crafting From - Pig Skin ×1, Rope ×1
  • Tier - Alchemy Engine
  • Water Resistance - 20%
  • Durability - 315 hp
  • Perk - Absorbs 80% of physical damage
  • Dropped by - Ornate Chest
  • Stacks up to - Doesn't Stack
The Football Helmet can be given to a Pig or Bunnyman to wear, which will provide them with the damage absorption effect.

Grass Suit
  • Crafting From - Cut Grass ×10, Twigs ×2
  • Tier - Always Available
  • Durability - 157.5 hp
  • Perk - Absorbs 60% of physical damage
  • Fuel Value - 360 / 180 secs
  • Stacks up to - Doesn't Stack
It has 225 durability and absorbs 60% of physical damage. It can also be added to a Campfire or Fire Pit for fuel, even when its durability is nearly gone.

Log Suit
  • Crafting From - Logs ×8, Rope x2
  • Tier - Science Machine
  • Durability - 315 hp
  • Perk - Absorbs 80% of physical damage
  • Fuel Value - 360 / 180 secs
  • Dropped by - Ornate Chest
  • Stacks up to - Doesn't Stack
It has 450 durability and absorbs 80% of physical damage. It can also be added to a Campfire or Fire Pit for fuel, even when its durability is nearly gone.

Marble Suit
  • Crafting From - Marble ×12, Rope x4
  • Tier - Alchemy Engine
  • Durability - 735 hp
  • Perk - Absorbs 95% of physical damage
  • Dropped by - Ancient Pseudoscience Station
  • Stacks up to - Doesn't Stack
Currently, it is the strongest armor in the game (on par with Night Armour).

When equipped, it slows the player down by 30%. Because of this, the Marble Suit is better suited for tanking instead of kiting, making it a great asset for Wolfgang and WX-78, who can achieve high Health.

Ham Bat
  • Crafting From - Pig Skin ×1, Twigs ×2, Meat ×2
  • Tier - Always Available
  • Durability - 225 hp
  • Perk - Absorbs 60% of physical damage
  • Fuel Value - 360 / 180 secs
  • Stacks up to - Doesn't Stack
The Ham Bat is a melee weapon which deals 59.5 damage. It also spoils after 10 days and has unlimited uses during this period. Despite being made out of meat, it cannot be eaten by the player or other mobs, can't be put into an Ice Box. It can, though, be put in Snow Chester to last twice as long. As the Weapon loses durability it does less damage.

Spear
  • Crafting From - Twigs ×2, Rope x1, Flint x1
  • Tier - Science Machine
  • Durability - 150 Uses
  • Dropped by - Ornate Chest
  • Stacks up to - Doesn't Stack
The Spear deals 34 damage per hit, making it the weakest melee weapon in the game. Its durability allows for 150 hits, meaning each hit will reduce it by 0.66%.

Tooth Trap
  • Crafting From - Log ×1 Rope ×1 Hound's Tooth ×1
  • Tier - Alchemy Engine
  • Durability - 10 Uses
  • Perk - Deals 60 damage when triggered
  • Stacks up to - Doesn't Stack
A Tooth Trap is a player-crafted Weapon that can be placed on the ground and will trigger when any Mob enters its proximity, dealing 60 damage. It has 10 uses and needs to be reset after every use.

Mobs damaged by these traps do not see the player as the cause; thus, using them is a safe way to kill a neutral mob. Mobs killed by Tooth Traps do not increase the player's naughtiness. A Tooth Trap can be moved at any time regardless of having been triggered or not.

Bees, Killer Bees, Butterflies, Batilisks, Mosquitoes, Birds, Chester, Lureplants and their Eyeplants, Dragonflies, and Shadow Creatures cannot activate these traps.
Crafting - Fight (Continued)
Battle Spear
  • Crafting From - Twigs ×2, Flint ×2, Gold Nugget ×2
  • Tier - Always available
  • Damage - 42.5 damage per hit (53.125 as Wigfrid)
  • Durability - 200 uses
  • Stacks up to - Doesn't Stack
The Battle Spear is a melee weapon and is exclusive to Wigfrid. It can only be crafted by Wigfrid, and she starts the game with it in her inventory.

Battle Helm
  • Crafting From - Gold Nugget ×2, Rocks ×2
  • Tier - Always available
  • Water Resistance - 20%
  • Durability - 750 hp
  • Perk - Absorbs 80% of physical damage
  • Stacks up to - Doesn't Stack
The Battle Helm is a wearable Armor item for the head slot and is exclusive to Wigfrid. It can only be crafted by Wigfrid, and she starts the game with it in her inventory.

Morning Star
  • Crafting From - Volt Goat Horn ×1, Electrical Doodad ×2, Nitre ×2
  • Tier - Alchemy Engine
  • Damage - 43.35 (72.25 wet)
  • Durability - 6 mins
  • Perk - Emits Light, Does more damage to wet targets
  • Stacks up to - Doesn't Stack
The Morning Star is a melee weapon. Unlike most other weapons, the Morning Star does not lose durability when it strikes; instead, it loses durability constantly while held. It also emits light while equipped. The Morning Star's base damage is 28.9, but since it is electrical, it gains a 1.5x modifier, bringing it to 43.35 damage. Additionally, if the target the player is attacking is wet (has a Wetness prefix), there will be an additional 1x modifier for a total of 2.5x. This means that the Morning Star can do either 43.35 or 72.25 damage

Scalemail
  • Crafting From - Scales ×1, Log Suit ×1, Pig Skin ×3
  • Tier - Alchemy Engine
  • Sanity Aura - +3.3 per min
  • Durability - 1800 hp
  • Perk - Absorbs 70% of physical damage, Grants immunity to fire damage, Ignites attackers, Restores sanity over time
  • Stacks up to - Doesn't Stack

Weather Pain
  • Crafting From - Down Feather ×10, Volt Goat Horn ×1, Gears ×1
  • Tier - Alchemy Engine
  • Durability - 15 uses
  • Perk - Creates a tornado to damage enemies and destroy objects
  • Stacks up to - Doesn't Stack
When used, it launches a whirlwind toward the target which will dance back and forth near the point of impact once it reaches the target, damaging enemies and destroying objects it comes in contact with. Because the Weather Pain's projectile is not affected by the player, the Weather Pain is not affected by damage multipliers and will always do 7 damage/second when used by any character.
Crafting - Structures
Bird Cage
  • Crafting - Papyrus ×2 Gold Nugget ×6 Seeds ×2
  • Tier - Alchemy Engine
  • Spawns - Egg, Seeds
  • Renewable? - Yes
A Birdcage can only house one bird; however, it can be easily swapped with another at any time. As of yet, there is no functional difference between the three types of birds, other than the aesthetic appeal. Birds go to sleep at night and wake up in the morning or when offered an item. If offered an item, once the bird is done reacting to it (eating or refusing), it'll go back to sleep.

Feeding a bird in a Birdcage a raw Fruit or Vegetable (except Berries, Mushrooms, Lichen, Cave Banana, and Mandrake) will make it drop 1–2 Crop Seeds of the same type, as well as having a 50% chance to drop an additional regular Seed. These specialized seeds can be planted on a Farm plot, enabling selective crops. The player can also feed the bird regular Seeds to get fresh Seeds in return.

If fed any kind of Meats (excluding uncooked Monster Meat and raw Eggs) or meat-based food in any state of spoilage, the bird will produce a fresh Egg. Eggs can be eaten raw or cooked, as well as used in Crock Pot recipes such as Bacon and Eggs and Pierogi. Eggs can also be offered to the Pig King in exchange for Gold Nuggets.

Chest
  • Crafting - Boards ×3
  • Tier - Science Machine
  • Renewable? - Yes
A Chest has 9 storage slots. Items can be stored in a Chest by dragging them onto it or by opening the Chest to place them in specific slots. Chests help keep items better organized than by dropping them on the ground. Animals also cannot eat food kept in Chests.

Backpacks, Piggybacks, and Krampus Sacks cannot be stored in Chests, even if the containers are empty.

Pig House
  • Crafting - Boards ×4, Cut Stone ×3, Pig Skin ×4
  • Tier - Alchemy Engine
  • Spawns - Pigs
  • Renewable? - Yes
Pig Houses are natural and craftable structures where Pigs spawn and live. A Pig is spawned once a Pig House is constructed and respawns after 4 days if killed. Pig Houses are naturally occurring in Pig Villages, with the possibility of the village containing the Pig King. Occasionally, an individual Pig House can be found in the wilderness.

At dusk and night, Pig Houses with Pigs in them will have a light on. However, as soon as the player approaches the house, the light is switched off. The Pig will relight the light only when the player moves away.

Potted Fern
  • Crafting - Foliage ×5 Broken Shell ×1
  • Tier - Alchemy Engine
  • Renewable? - Yes
Potted Fern is a craftable structure. They are purely for decoration and serve no purpose. There are eight different varieties of Potted Ferns

Sign
  • Crafting - Boards ×1
  • Tier - Science Machine
  • Renewable? - Yes
The Sign is a craftable Structure. While it can't be written on, it shows up as an icon on the map. As such, it can be used as a marker for areas of interest which don't show up on the map (such as Blue Mushrooms or Beefalo herds).

Walls
  • Walls are craftable Items and deployable Structures that prevent the player's and Mobs' movement. Hay, Wood and Stone walls have 100, 200 and 400 maximum health, respectively. Contrary to popular belief, walls seem to not be able to restrict movement when placed next to water.
  • Once built, it can be repaired or upgraded into a second tier.
  • The Hay Wall and Wood Wall is highly flammable and one should exercise caution when fighting Red Hounds near it. If burned they will drop one ash.

Hay Wall
  • Crafting - Cut Grass ×4 Twigs ×2
  • Health - Up to 100
  • Tier - Science Machine
  • Fuel Value - 30/15 sec
  • Stacks up to - 20
  • Renewable? - Yes

Wood Wall
  • Crafting - Boards ×2 Rope ×1
  • Health - Up to 200
  • Tier - Science Machine
  • Fuel Value - 30/15 sec
  • Stacks up to - 20
  • Renewable? - Yes

Stone Wall
  • Crafting - Cut Stone ×2
  • Health - Up to 400
  • Tier - Alchemy Engine
  • Stacks up to - 20
  • Renewable? - Yes

Moon Rock Wall
  • Crafting - Moon Rock ×12
  • Health - Up to 800
  • Tier - Alchemy Engine
  • Stacks up to - 20
  • Renewable? - Yes

Flooring
Wooden Flooring
  • Crafting - Boards ×1
  • Health - Up to 400
  • Tier - Alchemy Engine
  • Stacks up to - 10
  • Fuel Value - 90/45 Secs
  • Renewable? - Yes

Carpeted Flooring
  • Crafting - Boards ×1 Beefalo Wool ×1
  • Tier - Alchemy Engine
  • Fuel Value - 90/45 sec
  • Stacks up to - 10
Players can find Carpeted Flooring around Chess biomes; for example, a Wooden Thing's spawn location has several among the Checkerboard Flooring. There are also some Set Pieces that spawn a few tiles of Carpeted Flooring.

Eyeplants cannot spawn on this Turf, making it an expensive, artificial way of protecting oneself from Lureplants.

Although 1 Beefalo Wool is used to craft the Carpeted Flooring and Beefalo Wool is mainly used to craft warm clothing for Winter, Carpeted Flooring does not provide the player with any warmth.

Checkerboard Flooring
  • Crafting - Marble x1
  • Tier - Alchemy Engine
  • Fuel Value - 90/45 sec
  • Stacks up to - 10
Eyeplants cannot spawn on Checkerboard Flooring, making it an expensive, artificial way of protecting oneself from Lureplants.

Cobblestones
  • Crafting - Rocky Turf ×1 Boards ×1
  • Tier - Alchemy Engine
  • Fuel Value - 90/45 sec
  • Stacks up to - 10
Cobblestones allow players to lay down their own Roads. Similar to natural Roads, they will speed up the player and most Mobs by 25%. Unlike natural Roads, Cobblestones can be moved using the Pitchfork. Small patches of it can be found in Mosaic biomes.

Placing Cobblestones near bases or paths can significantly decrease the character's travel time. In addition, Eyeplants cannot spawn on Cobblestones, making it even better for use around bases.

Scaled Chest
  • Crafting - Scales ×1, Boards ×4, Gold Nugget ×10
  • Tier - Alchemy Engine
  • Resources - Anything contained within
The Scaled Chest is a craftable container that has 12 slots. Items can be stored in a Scaled Chest by dragging them onto it or by opening the Chest to place them in specific slots. Chests help keep items better organized than by dropping them on the ground. Note that there are four mobs in the game that can steal from, or knock items out of, chests; Splumonkeys, Krampus, Slurtles, and Bearger.
Crafting - Structures (Continued)
Scaled Flooring
  • Crafting - Scales ×1, Cut Stone ×2
  • Perk - Quell the spread of fire.
  • Fuel Value - 90/45 sec
  • Stacks up to - 10
Scaled Flooring prevents fires from spreading to objects and structures. However, this effect does not stop things from being manually lit on fire (such as with a torch). The effect is also only extended to objects and structures which are placed fully on top of them. In spite of being a manmade Turf, Scaled Flooring does not prevent the planting of Saplings, Trees, etc.

Directional Sign
  • Crafting - Boards ×1
Unlike the normal sign, and indeed almost every other entity, the directional sign's orientation is not fixed relative to the camera. When built, the sign points to the right, and will remain pointing that direction.

Pig House
  • Crafting - Boards ×4, Carrot ×10, Bunny Puff ×4
  • Tier - Alchemy Engine
  • Spawns - Bunnyman
  • Renewable? - Yes
Rabbit Hutches are naturally spawning objects and craftable structures. They will spawn a lone Bunnyman, which will respawn from the hutch after 1 day if killed. Rabbit Hutches only spawn naturally in Caves. It is possible for the houses to spawn individually, in small randomly spaced groups, or in a large circle around a patch of grass and a Pitchfork.
Crafting - Refine
Boards
  • Crafting - Logs x4
  • Tier - Science Machine
  • Fuel Value - 360 / 180 sec
  • Stacks up to - 10
Due to the fact that 4 Logs are required to make 1 Board, and Boards stack to 10, it is more efficient to carry a single stack of Boards than two stacks of 20 Logs. It must be noted, however, that Boards cannot be used to start Campfires; thus, the player must use caution when travelling with just Boards.

Cut Stone
  • Crafting - Rocks x3
  • Tier - Science Machine
  • Stacks up to - 10
Cut Stone can be used to craft various Structures. They stack up to 10, making a full stack of Cut Stone, which takes 30 Rocks to craft, less space-efficient than a full stack of 40 Rocks.

Nightmare Fuel
  • Crafting - Dark Petals ×4
  • Tier - Prestihatitator
  • Dropped by - Beardling (40%), Splumonkey (50%), Damaged Knight, Damaged Bishop, Damaged Clockwork, Crawling Horror, Terrorbeak (×1.5), Hammered Pig Head, Hammered Merm Head, Shoveled Graves, Ornate Chest
  • Stacks up to - 40
In addition to being able to fuel Night Lights, Nightmare Fuel is used to craft several Magic items. Nightmare Fuel is also use to fuel the Codex Umbra, transform Chester into Shadow Chester, make Shadow Puppets, and make the Night Armour and Dark Sword.

Papyrus
  • Crafting - Cut Reeds ×4
  • Fuel Value - 30/15 sec
  • Tier - Science Machine
  • Stacks up to - 40
Papyrus can be used to make Honey Poultice for healing as well as a Birdcage, Night Armor, and Compass. Wickerbottom can use it to craft Books and starts out with two Papyrus. Papyrus can be used to fuel Campfires, though it has a low burn time.

Purple Gem
  • Crafting - Red Gem ×1 Blue Gem ×1
  • Tier - Prestihatitator
  • Stacks up to - 40
It can obtained as a drop from both variants of the Clockwork Bishop and by destroying Broken Clockworks. Maxwell also starts out with a Purple Gem.

It can be used to craft the Shadow Manipulator, Bat Bat, Telelocator Staff and Nightmare Amulet. A quantity of 3 Purple Gems are also required to be installed in the Telelocator Focus before it will function.

Rope
  • Crafting - Cut Grass ×3
  • Tier - Science Machine
  • Stacks up to - 20
Ropes can be used to craft various Tools, Survival items, and Weapons. It can also be used to refuel a Fire Pit by 90 seconds and a Campfire 45 seconds.

Thick Fur
  • Crafting - 90 Fur Tufts (makes Thick Fur x3)
  • Stacks up to - 10
Thick Fur's only purpose is to be used to craft the Hibearnation Vest and the Insulated Pack.
Crafting - Magic (Prestihatitator)
Abigail's Flower
  • Crafting - Nightmare Fuel x1, Petals x6
  • Tier - Always Available (for Wendy only)
  • Use Cost - 50 Sanity
  • Perk - Summon Abigail
  • Stacks up to - Doesn't Stack
Abigail's Flower is a character-specific item used by Wendy to summon the Ghost of her twin sister, Abigail, by placing it on the ground and killing any Mob near the flower. For more information visit the items section at the top of the guide.

Prestihatitator
  • Crafting - Rabbit ×4, Boards ×4, Top Hat ×1
  • Tier - Science Machine
  • Perk - Unlock even more crafting recipes
The Prestihatitator is the tier one Magic research station. It can be used to prototype basic Magic and Refine recipes. Sanity will increase by 15 if the player prototypes an item. This machine requires 4 Rabbits, 4 Boards, and 1 Top Hat to craft and requires a Science Machine or an Alchemy Engine to prototype.

Meat Effigy
  • Crafting - Planks x4, Cooked Meat x4, Beard Hair x4
  • Tier - Prestihatitator
  • Durability - One use
  • Perk - Resurrects the player on Death
Every Meat Effigy constructed lowers maximum health by 30 points, which can only be restored if the Meat Effigy is destroyed or used for revival. Building up to 5 Meat Effigies will lower most characters' (all except for a mighty Wolfgang and an upgraded WX-78) Health to 0 and kill them, after which they will be revived and restored to 30 health.

As long as there is a Meat Effigy standing somewhere in the world, the character will be revived at the nearest Meat Effigy, however if a touch stone is closer than the meat effigy they will be resurrected at the touch stone. After death and resurrection, the Meat Effigy used will be destroyed. Alternatively, the Meat Effigy can be destroyed using the Hammer or Deconstruction Staff which will return the lost 30 health.

Pan Flute
  • Crafting - Cut Reeds ×5, Mandrake ×1, Rope ×1
  • Tier - Prestihatitator
  • Durability - 10 uses
  • Perk - Puts nearby mobs to sleep
The Pan Flute is a Magic item. It requires 5 Cut Reeds, 1 Mandrake, and 1 Rope to craft, and a Prestihatitator to prototype. When played, It puts all nearby mobs to sleep, except for those that are incapable of sleeping.

It takes 1 second to begin playing the Pan Flute after clicking it. Mobs will be put into a deeper sleep than usual, allowing the player to move closer to them without waking them up; for example, the Tallbird. If a mob that was put to sleep is attacked, all of the similar nearby mobs will wake up after a couple of seconds. Mobs sometimes sleep all day after they have been put to sleep by the Pan Flute.

One-Man Band
  • Crafting - Gold Nuggets x2, Nightmare Fuel x4, Pig Skin x2
  • Tier - Prestihatitator
  • Insanity Aura - -2 sanity per min (-25/min per follower)
  • Perk - Unlock even more crafting recipes
The One-man Band is a Magic Item that can be used to temporarily befriend up to 9 Pigs in close vicinity, something that otherwise can only be done by feeding them. The device lasts for 3 minutes (6 game hours), degrading when equipped. Once a character stops playing the band, the followers will only stay loyal for a few seconds. Pigs don't immediately stop following and doing the player's bidding, which means that the player should use it at short bursts instead of keeping it equipped constantly, to avoid big sanity drops.

Night Light
  • Crafting - Gold Nugget ×8, Nightmare Fuel ×2, Red Gem ×1
  • Tier - Prestihatitator
  • Insanity Aura - -3 sanity per min
  • Renewable? - Yes
The Night Light works like a Campfire, but can only be fueled by Nightmare Fuel. Charging 1 Nightmare Fuel provides light for 175 seconds. Standing next to the Night Light while it's burning lowers the player's Sanity by 3 per minute, unless the player is Willow, in which case she will gain up to 7 per minute depending on how close she is. The player can avoid this sanity drain by standing some distance away.

Life Giving Amulet
  • Crafting - Gold Nugget ×3, Nightmare Fuel ×2, Red Gem ×1
  • Tier - Prestihatitator
  • Sanity Aura - +2 sanity per min
  • Durability - 20 uses (hunger to health conversion), 1 use (resurrection)
  • Perk - On death, resurrects the player and puts nearby mobs to sleep. Converts hunger to health.
  • Dropped by - Graves
The Life Giving Amulet resurrects the player on death and slowly converts the player's Hunger to Health while equipped, degrading by 5% when used in this way. It also passively increases sanity while equipped.

Chilled Amulet
  • Crafting - Gold Nugget x3, Blue Gem x1
  • Tier - Prestihatitator
  • Sanity Aura - +2 sanity per min
  • Durability - 6 mins
  • Perk - Restores Sanity, freezes attackers and yourself
The sanity aura comes at the cost of temperature loss, which soon causes freezing. A good strategy is to equip this item while standing next to a fire to regain sanity without heat loss.
Anything that attacks the player while they're wearing the Chilled Amulet will be slowed down and then frozen if attacks are repeated, much like Ice Staff needs several hits to freeze certain mobs.

Ice Staff
  • Crafting - Gold Nugget x3, Blue Gem x1
  • Tier - Prestihatitator
  • Use Cost - 1 Sanity
  • Durability - 20 uses
  • Perk - Freezes the Target
  • Stacks up to - Doesn't Stack
When used, the Ice Staff temporarily freezes a Mob usually within 1-4 blasts. Small creatures such as Birds and Rabbits take one blast to be frozen, while big ones such as Treeguards take four blasts before they are frozen. Red Hounds, however, takes 12 blasts to be frozen so using the staff on them is not efficient. Each use costs 5% durability, equating to 20 uses.

Creatures that periodically drop things (such as Beefalo producing Manure) will still leave them behind while frozen.

Lureplants, Eyeplants, Chester, Baby Beefalo, Blue Hounds, Ghosts and Shadow Creatures are immune to the Ice Staff's freezing effect.

Old Bell
  • Crafting - Glommer's Wings ×1, Glommer's Flower ×1
  • Tier - Blueprint
  • Durability - 3 uses
  • Perk - Summons a giant creature to smash things in its path.
  • Stacks up to - Doesn't Stack
The two ways to gain access to the crafting recipe is to locate and mine a Glommer's Statue, which will drop the Old Bell's Blueprint as loot, or the player can get the blueprint from a Tumbleweed. The player must then combine a Glommer's Wings and a Glommer's Flower. It is renewable, as the materials to craft it are available during each Full Moon.
Crafting - Magic (Shadow Manipulator)
Shadow Manipulator
[/list]
  • Crafting - Living Log ×3, Purple Gem ×1, Nightmare Fuel ×7
  • Tier - Prestihatitator
  • Perk - Unlock even more crafting recipes
The Shadow Manipulator is the tier 2 Magic research station which unlocks all of the Magic Tab recipes. It requires 3 Living Logs, 1 Purple Gem, and 7 Nightmare Fuel to craft and a Prestihatitator to prototype.
Its function is similar to the Science Machine and the Alchemy Engine. Likewise, the player's Sanity will increase by 15 points if an object is prototyped on a Shadow Manipulator.

Dark Sword
  • Crafting - Nightmare Fuel ×5, Living Log ×1
  • Tier - Shadow Manipulator
  • Insanity Aura - -20 sanity per min
  • Damage - 68
  • Durability - 100 uses
  • Stacks up to - Doesn't Stack
The Dark Sword does 68 damage per hit for most characters. It is the strongest melee weapon in the game in terms of reliable, player-dealt damage.

Night Armour
  • Crafting - Nightmare Fuel ×5, Papyrus ×3
  • Tier - Shadow Manipulator
  • Insanity Aura - -10 sanity per min
  • Durability - 750 hp (Absorbs 95% of physical damage)
  • Perk - Decreases sanity by 10% of total damage taken
  • Stacks up to - Doesn't Stack
Example: If a player wearing Night Armour is hit by a Spider Queen (damage 80), then
  • 80 × 0.95 = 76 damage is taken by Night Armour.
  • 80 − 76 = 4 damage is taken by the player's Health.
  • The player's Sanity will be decreased by 80 × 0.1 = 8.

Bat Bat
  • Crafting - Batilisk Wing ×5 Living Log ×2 Purple Gem ×1
  • Tier - Shadow Manipulator
  • Damage - 42.5
  • Durability - 75 uses
  • Perk - Leeches 6.8 of target's health hit and 3.4 from the user if their health isn't full.
  • Stacks up to - Doesn't Stack
The Bat Bat is the fifth strongest weapon in the game.

Nightmare Amulet
  • Crafting - Gold Nugget ×6 Nightmare Fuel ×4 Purple Gem ×2
  • Tier - Shadow Manipulator
  • Insanity Aura - -3.33 sanity per min
  • Durability - 4 mins
  • Perk - Induce insanity
  • Stacks up to - Doesn't Stack
The Nightmare Amulet, when equipped, allows the player to experience the effects of 0 Sanity. This can be very useful for collecting items that are only present during low sanity levels, such as Nightmare Fuel and Beard Hair. As well as this, the screen will become distorted with the usual low sanity effects, and Shadow Creatures will spawn. When taken back off, the player will return to their previous level of sanity - although this "previous" level of sanity may actually increase or decrease as per normal, including (but not limited) due to the amulet itself.

While wearing the Nightmare Amulet, the player also loses 3.33 sanity per minute. This sanity loss is taken from their "actual" sanity - that is, the sanity they would have if they weren't wearing the amulet. This sanity loss will only become apparent once the amulet has been removed or has worn out, in that the player's sanity level will be lower than it was prior to wearing the amulet.

The Nightmare Amulet's induced effect cannot be used to raise or lower Obelisks.

Fire Staff
  • Crafting - Nightmare Fuel ×2, Spear ×1, Red Gem ×1
  • Tier - Shadow Manipulator
  • Use Cost - 1 sanity
  • Durability - 20
  • Perk - Ignites mobs and flammable objects
  • Stacks up to - Doesn't Stack
Other than damaging objects and killing Mobs by fire, the Fire Staff can be used to set fire to objects like a Torch would, which drains its durability by 5%. The user cannot set them on fire from a distance.

Telelocator Staff
  • Crafting - Nightmare Fuel ×4, Living Log x2, Purple Gem x2
  • Tier - Shadow Manipulator
  • Use Cost - 50 sanity
  • Durability - 5
  • Stacks up to - Doesn't Stack
The Telelocator Staff can be used on a mob to teleport it to a random location on the map. Lightning will strike the location at which the mob was before being teleported, and it will begin to rain. It can also be used to teleport the player to a random location on the map by using the right mouse button; doing this will also cause the rain and lightning effects. The Telelocator has 5 uses, each costing the player 50 Sanity.

Telelocator Focus
  • Crafting - Nightmare Fuel ×4 Living Log ×4 Gold Nugget ×8
  • Tier - Shadow Manipulator
  • Perk - Used to control the randomness of the Telelocator Staff
  • Stacks up to - Doesn't Stack
The Telelocator Focus is a magical item which helps the player to control the randomness of the Telelocator Staff. Instead of teleporting the character or mob to a random location (which can be bad in the case of a Deerclops, Red Hound, or another mob that can cause major trouble), they will be teleported to this structure.

Upon construction, the Focus has three posts in which the player must install 3 Purple Gems in order to activate it. When the Telelocator Staff is used on the player (by means of right clicking it) anywhere in the world, they will be immediately transported to the center of the nearest active Focus. After use, the Gems will be consumed and must be replaced before the Focus can be used again. If the player has already placed 3 Purple Gems onto the posts and wishes to deactivate it, the player can remove the gems from the posts.
Crafting - Dress
Garland
  • Crafting - Petals x12
  • Tier - Always Avaliable
  • Sanity Gain - 1.33/min
  • Rots in - 6 days
  • Stacks up to - Doesn't Stack
The Garland spoils over time, like Food, spoiling 25% slower in Winter. When it is completely spoiled, it disappears without leaving any Rot. Its Sanity restoration stays constant over time despite the spoilage level of the Garland, meaning it does not need to be replaced until completely worn out.

Rabbit Earmuffs
  • Crafting - Rabbit x2, Twigs x1
  • Tier - Science Machine
  • Durability - 5 days
  • Perk - Delays freezing during Winter
  • Stacks up to - Doesnt stack
It is a tier 1 warm clothing, increasing the time a character can be without a fire during the Winter before Freezing. It has an insulation factor of 60.

Beefalo Hat
  • Crafting - Beefalo Wool x8, Beefalo Horn x1
  • Tier - Science Machine
  • Water Resistance - 20%
  • Durability - 10 days
  • Perk - Delays freezing during winter, Prevents beffalo from attacking during mating season
  • Stacks up to - Doesn't Stack
It is a tier 3 warm clothing, increasing the time a character can be without a heat source during the Winter before Freezing. It has an insulation factor of 240.

Straw Hat
  • Crafting - Cut Grass x12
  • Tier - Always Available
  • Water Resistance - 20%
  • Durability - 5 days
  • Stacks up to - Doesn't stack
The Straw Hat is a wearable Dress item. It costs 12 Cut Grass to craft. It is required to construct the Miner Hat and the Bush Hat.

Top Hat
  • Crafting - Silk x6
  • Tier - Science Machine
  • Water Resistance - 20%
  • Sanity Gain - +3.3/min
  • Durability - 8 days
  • Stacks up to - Doesn't stack
The Top Hat can be repaired by the Sewing Kit by 62.5% of its durability. The Top Hat can also be used to create the Prestihatitator, which is a Tier 1 Magic research station. The Top Hat can be given to a Pig to wear, which provides no effect. It will still lose durability while worn.

Sewing Kit
  • Crafting - Log x1, Silk x8, Hound Tooth x2
  • Tier - Alchemy Engine
  • Durability - 5 uses
  • Perk - Repairs degraded clothing
  • Stacks up to - Doesn't stack
The Sewing Kit is used by selecting it in the inventory, then right-clicking on the item to be repaired. Items can be repaired while they are equipped, in the inventory, resting on the ground, or in a container. It should be noted that items do not lose durability while they are in an inventory or container, only when equipped.

Beekeeper Hat
  • Crafting - Silk x8, Rope x1
  • Tier - Science Machine
  • Water Resistance - 20%
  • Durability - 750 Hp
  • Perk - Absorbs 80% of damage taken from Bees and Killer Bees
  • Stacks up to - Doesn't stack
The Beekeeper Hat has 750 durability and absorbs 80% of damage taken from Bees and Killer Bees. It is useful when a player is harvesting Honey from a Bee Box or destroying Beehives.

Feather Hat
  • Crafting - Jet Feather x3, Crismon Feather x2, Tentacle Spots x2
  • Tier - Science Machine
  • Sanity Gain - +2/min
  • Durability - 8 Days
  • Perk - Increases Bird Spawn Rate, Decreases Bird Spawn Delay
  • Stacks up to - Doesn't stack
When worn, the Feather Hat attracts more flying Birds (Redbirds, Snowbirds and Crows) to land on the ground. By default, only 4 Birds at most will land with a delay of 5–15 seconds in between. With the Feather Hat equipped, up to 7 Birds may land with a 2-10 second delay. Birds will still fly away from a character wearing this headdress if the character approaches them. The Feather Hat can be given to a Pig or Bunnyman to wear, which provides no effect. It will still lose durability while worn.

Bush Hat
  • Crafting - Straw Hat x1, Rope x1, Berry Bush x1
  • Tier - Science Machine
  • Durability - Infinite
  • Perk - Camouflages the player
  • Stacks up to - Doesn't stack
To hide in the hat, the player has to click the RMB (Right Mouse Button) over the Bush Hat while it's in the hat slot on the inventory toolbar. Right-clicking the hat again does not undisguise but instead takes the hat off the hat slot. Moving around will immediately remove the disguise.

When hiding, enemies will not notice the player unless the enemy was already targeting the player. Charlie is not fooled by the disguise. Also, Gobblers can distinguish between Berry Bushes and the Bush Hat; hence, they will not approach the player when the player is hiding with the Bush Hat.

Winter Hat
  • Crafting - Beefalo Wool x4, Silk x4
  • Tier - Science Machine
  • Sainty Gain - 1.33/min
  • Durability - 10 days
  • Perk - Delays freezing during Winter
  • Stacks up to - Doesn't stack
It is a tier 2 warm clothing, increasing the time a character can be without a fire during the Winter before Freezing. It has an insulation factor of 120.

Walking Cane
  • Crafting - Gold Nuggest x2, Walrus Tusk x1, Twigs x4
  • Tier - Science Machine
  • Damage - 17
  • Durability - Infinite
  • Perk - 25% faster movement speed
  • Stacks up to - Doesn't stack
The Walking Cane's speed boost puts the character on the same level as many other creatures who could otherwise outrun them, including followers like Chester or Pigs. This is especially common with natural and Cobblestone roads (which increases speed by 50%) and forces the player to stop and wait for them to catch up.

The Walking Cane can also be used as weak backup weapon. Although it only deals half the damage of a Spear when used as a weapon, it has infinite durability and can be swung indefinitely whilst providing the user with a speed boost for kiting. It can also serve in the faster killing of small critters, such as Butterflies and Moleworms, since it swings at a faster rate than unarmed. The Walking Cane can be used to craft the The Lazy Explorer.

Dapper Vest
  • Crafting - Hound Tooth x8, Silk x6
  • Tier - Science Machine
  • Sanity Gain - 3.3/min
  • Durability - 10 days
  • Perk - Delays freezing during Winter
  • Stacks up to - Doesn't stack
It is a tier 1 warm clothing, increasing the time a character can be without a fire during the Winter before Freezing. It has an insulation factor of 60, the same as the Rabbit Earmuffs and the Breezy Vest but is more swag than either item.

Puffy Vest
  • Crafting - Winter Koalefant Trunk
  • Tier - Science Machine
  • Sanity Gain - 2/min
  • Durability - 15 days
  • Perk - Delays freezing during Winter
  • Stacks up to - Doesn't stack
The Puffy Vest is a tier 3 warm clothing, increasing the time a character can be without a fire during the Winter before Freezing. It has an insulation factor of 240. It, along with the Beefalo Hat, is one of the warmest Dress items in the game and perfect for Winter.
Crafting - Dress (Continued)
Cat Cap
  • Crafting - Cat Tail ×4 Silk ×4
  • Tier - Alchemy Engine
  • Sanity Gain - 3.3/min
  • Durability - 10 days
  • Perk - Restores sanity over time, Delays freezing during Winter
  • Stacks up to - Doesn't stack
The Sewing Kit repairs 50% of its durability. It is a tier 1 warm clothing, increasing the time a character can be without a fire during the Winter before Freezing. It has an insulation factor of 60. Since Catcoons can easily go extinct on a map, and only drop their Cat Tails by chance, it is best to keep this hat maintained with a Sewing Kit.

Fashion Melon
  • Crafting - Watermelon ×1 Twigs ×3
  • Tier - Science Machine
  • Health Gain - -6-10/min (only with WX-78)
  • Sanity Gain - -2/min
  • Durability - 3 days
  • Water Resistance - 20%
  • Perk -
    • Lowers sanity over time
    • Increases wetness over time
    • Delays overheating in Summer
It grants moderate protection against Overheating and will drain the player's Sanity by 2 points per minute. Despite providing some protection from Rain, the Fashion Melon will gradually increase the player's Wetness up to a maximum of 33.

Ice Cube
  • Crafting - Electrical Doodad ×2 Rope ×4 Ice ×10
  • Tier - Alchemy Engine
  • Health Gain - -6-10/min (only with WX-78)
  • Durability - 4 days
  • Perk -
    • Prevents overheating in Summer
    • Increases wetness over time
    • Walking speed reduced by 10%
When worn, the Ice Cube grants high protection from Overheating, and starts to cool the player off until their temperature does not exceed 35 °C. Additionally, the player's Wetness will increase rapidly up to a maximum of 50 and walking speed will be reduced by 10%.

The Ice Cube does not have durability, instead melting after 4 days, similar to the Ham Bat and Garland. That being said, it can be replenished with Ice.

Rain Coat
  • Crafting - Tentacle Spots ×2 Rope ×2 Bone Shards ×2
  • Tier - Science Machine
  • Durability - 10 days
  • Perk - Protects from rain and lightning
The Sewing Kit repairs 50% of its durability. When worn during Rain, the player's Wetness will not increase at all. Additionally, it insulates the player against Lightning strikes and the electric shocks of a charged Volt Goat.

Rain Hat
  • Crafting - Moleworm ×2, Straw Hat ×1, Bone Shards ×1
  • Tier - Alchemy Engine
  • Durability - 10 days
  • Perk - Protects from rain and lightning
The Sewing Kit repairs 50% of its durability. When worn during Rain, it protects against Wetness gain by 70%. Additionally, it insulates the player against Lightning strikes and the electric shocks of a charged Volt Goat.

Hibearnation Vest
  • Crafting - Thick Fur ×1 Dapper Vest ×1 Rope ×2
  • Tier - Alchemy Engine
  • Durability - 7 days
  • Perk -
    • Restores Sanity over time.
    • Delays Freezing during Winter.
    • Slows Hunger loss.
The Hibearnation Vest has an insulation factor of 240. It restores reduces the rate at which the player loses Hunger by 25% when equipped. A Sewing Kit can be used to repair 71% of its Durability.

The Hibearnation Vest is a tier 3 warm clothing, increasing the time a character can be away from fire before Freezing during Winter. Characters that lose Hunger at a normal rate of 75/day will, instead, lose Hunger at a rate of 56.3/day. Wolfgang's normal form will lose 84.4/day while his mighty form will lose 168.8/day, and Wes will lose 70.3/day.

Eyebrella
  • Crafting - Deerclops Eyeball ×1 Twigs ×15 Bone Shards ×4
  • Tier - Alchemy Engine
  • Durability - 9 days
  • Perk - Delays overheating in Summer, Protects from rain and lightning
It provides excellent protection from Overheating and absolute protection from Rain and Lightning. While at first glance the Eyebrella might not appear a worthwhile boss reward, it is actually incredibly valuable for both Spring and Summer. With careful use, the Eyebrella can be kept in good condition throughout Spring with only a single use of a Sewing Kit (A Sewing Kit repairs 55.5% of its durability).

While playing with WX-78, this item can prove to be especially useful. During Spring, it can completely protect him from getting wet (and taking damage) during the frequent raining while keeping his hands slot free - unlike an Umbrella. During summer, it is an effective way to protect him from overheating using the headgear slot - other options for this slot like the Ice Cube and the Fashion Melon will damage him via wetness.

Floral Shirt
  • Crafting - Papyrus ×3, Silk ×3, Cactus Flower ×5
  • Tier - Alchemy Engine
  • Sanity Aura - 3.3/min
  • Durability - 15 days
  • Perk - Delays overheating in Summer, Raises sanity over time
The Floral Shirt spoils after 15 days similarly to the Fashion Melon and the Garland instead of losing durability as it's worn, thus it cannot be repaired with a Sewing Kit. Storing it into an Ice Box, Insulated Pack or Snow Chester will slow the time it takes to spoil.

Since the item requires Cactus Flowers to be crafted, it cannot be crafted until the first Summer. Unfortunately, it only lasts 12 days after that, because things spoil 25% faster in Summer.

Summer Frest
  • Crafting - Rope ×1, Crimson Feather ×3, Pig Skin ×2
  • Tier - Science Machine
  • Water Resistance - 20%
  • Sanity Aura - 2/min
  • Durability - 8 days
  • Perk -
    • Delays overheating in Summer
    • Raises sanity over time
    • Slightly protects from the rain
The Sewing Kit repairs 62.5% of its durability. It provides moderate protection from Overheating and slight protection from Wetness.

Breezy Vest
  • Crafting - Koalefant Trunk ×1, Silk ×8
  • Tier - Alchemy Engine
  • Water Resistance - 20%
  • Sanity Aura - 2/min
  • Durability - 15 days
  • Perk -
    • Restores sanity over time
    • Delays freezing during Winter
Breezy Vest is a tier 1 warm clothing, increasing the time a character can be without a fire during the Winter before Freezing. It has an insulation factor of 60.
Creatures - Passive
Glossary
  • Aggressive - Attack you when they have noticed you.
  • Neutral - Attack you when you attack them.
  • Passive - Don't fight back when attacked.

Birds
  • Health - 25
  • Running Speed - 5
  • Loot - Seeds, Morsel (50%), Jet / Crimson / Azure Feather (50%),
  • Loot with - Bird Trap

Butterfly
  • Health - 1
  • Walking Speed - 1
  • Running Speed - 5
  • Loot - Butterfly Wings (98%), Butter (2%)
  • Loot with - Bug Net
  • Spawns From - Flower, Evil Flower

Chester
  • Health - 450
  • Walking Speed - 3
  • Running Speed - 7
  • Loot - Current Inventory
  • Shadow Ability - Has 3 more inventory slots than normal
  • Snow Ability - Stores items & Halves spoilage
  • Spawns From - Eye Bone

Shadow Chester is a special transformation for Chester. If he has at least one Nightmare Fuel in each inventory slot on the night of a Full Moon, he will consume them and transform into a Shadow Chester

Snow Chester is another form of Chester. If he has a Blue Gem in each slot at the night of a Full Moon, he will consume them and transform into a Snow Chester.

Fireflies
  • Special Ability - Emits Light
  • Loot - Fireflies
  • Loot with - Bug Net

Fireflies can be captured with a Bug Net (even during daylight hours) by pressing the Spacebar when nearby. Because they do not respawn, they are considered a limited resource.

Pig King
  • Renewable? - Can't be killed
  • Common Biomes - Pig Village
Trades your Meats or Trinkets for Gold Nuggets

Item
Gold Value
Egg, Cooked Egg, Morsel, Cooked Morsel, Meat, Cooked Meat, Drumstick, Cooked Drumstick, Leafy Meat, Cooked Leafy Meat, Fish, Cooked Fish, Koalefant Trunk, Winter Koalefant Trunk, Cooked Koalefant Trunk, Small Jerky, Jerky, Monster Jerky, Pig Skin,
1 Gold Nugget
Second-Hand Dentures
2 Gold Nuggets
Ball and Cup, Gord's Knot, Melty Marbles, Tiny Rocketship
4 Gold Nuggets
Frazzled Wires, Gnome, Lying Robot
5 Gold Nuggets
Fake Kazoo
6 Gold Nuggets
Mismatched Buttons
7 Gold Nuggets
Dessicated Tentacle, Hardened Rubber Bung
8 Gold Nuggets

Gobbler
  • Health - 50
  • Damage - 20
  • Attack Delay - 3
  • Walking Speed - 3
  • Running Speed - 8
  • Special Ability - Eats Berries from Berry Bushes
  • Loot - Drumstick x2
  • Spawns from - Berry Bushes
Gobblers are passive Mobs that feed on Berries and all Fruits and Vegetables, including Mandrakes. They spawn by jumping out of Berry Bushes. There is a 10% chance after picking a Berry Bush that a Gobbler will spawn. Gobblers drop two Drumsticks when killed.

Hunting Gobblers
Gobblers will eat most vegetable and fruit foodstuffs (like Carrots, Corn, or Berries) left on the ground. When placed nearby a Gobbler, they will slowly walk towards the foodstuff and consume it while completely ignoring the character. As long as the Gobbler doesn't make it to the bait before being attacked, it will not flee like normal. If it reaches the bait, the Gobbler will eat it instantly and begin fleeing again.

Mandrake
  • Health - 20
  • Walking Speed - 6
  • Running Speed - 6
  • Special Ability - Follows the player when picked late
  • Loot - Mandrake
A Mandrake is a very rare passive Mob found in Grasslands. By default, only a few Mandrakes spawn within a world (about 2-5). Mandrakes often all spawn together in the same area, so finding one will usually result in finding all of the Mandrakes available in the world. It is required for making a Pan Flute and can be made into Mandrake Soup in the Crock Pot.
When picked at night or dusk, it will turn into a living Mandrake, following the player around constantly making noise until morning, after which it will replant itself on the spot. When picked during the day, it will die instantly and can be obtained as an item.

Rabbit
  • Health - 25
  • Walking Speed - 5
  • Special Ability - Eats Vegetables and Fruits left on the ground. Turns into Breadling when sanity is below 40%
  • Loot - Morsel
  • Loot (trap) - Rabbit
  • Spawns from - Rabbit Holes & Prestihatitator
Rabbits are passive Mobs commonly found in Grasslands, Forests, and Savannas. They may also spawn from prototyping items at the Prestihatitator. They drop 1 Morsel when killed.
Rabbits are cowardly creatures and will run away if the player gets too close. They will also run straight to their Rabbit Holes at dusk and if they witness the death of a nearby Rabbit.

Glommer
  • Health - 100
  • Sanity Aura - 6.25/min (when allied)
  • Loot - Monster Meat x3, Glommer's, Wings x1, Glommer's Goop x2
  • Spawns from - Glommer's Statue
When killed, Glommer raises naughtiness by 50 (max). Glommer is the only creature that will cause Krampus to immediately spawn when killed by the player. To avoid summoning Krampus (i.e. to collect Glommer's Wings for the Old Bell), Glommer can be killed indirectly by luring it near a Catcoon, for instance. If killed, Glommer will re-spawn at the next full moon.

Glommer will be found during a full moon at Glommer's Statue, along with a Glommer's Flower. Glommer will become a follower to the player when Glommer's Flower is picked up, similar to Chester and his Eye Bone. If Glommer's Flower is dropped on the ground or put inside a stationary container, Glommer will remain at the area near the flower. When tamed, Glommer provides a Sanity aura of +6.25/min, making it useful in countering the nighttime sanity drain of -5/min. It will also drop Glommer's Goop once every 2–4 days.

Moleworm
  • Health - 25
  • Special Ability - Hides underground and steals items
  • Loot - Morsel x1, Any items they are carrying
  • Spawns from - Burrow, Tumbleweed (0.1%x3)
The Moleworm are indigenous to the Grasslands and Deciduous Forest Biomes. Moleworms live in a Burrow, underground, but can occasionally spawn from Tumbleweeds. Moleworms travel underground similar to a Depths Worm. They will seek out and collect items that are lying on the ground, including Minerals, Thermal Stones, Charcoal, Ashes, Gunpowder, Ice, Old Bells, most Turfs, and most Gravedigger Items. After collecting 2 stacks of items, they will return to their Burrow to drop them off. A live Moleworm can be obtained by attacking it (one time) with a Hammer, after it surfaces.
Creatures - Neutral
Glossary
  • Aggressive - Attack you when they have noticed you.
  • Neutral - Attack you when you attack them.
  • Passive - Don't fight back when attacked.
Bee / Killer Bee
  • Health - 100
  • Damage - 10
  • Attack Delay - 2 (Bee) / 3 (Killer Bee)
  • Attack Range - 3
  • Walking Speed - 4
  • Running Speed - 6
  • Loot - Honey (16.7%) Stinger (83.3%)
  • Loot With - Bug Net
  • Spawns from (Bee) - Beehives, Bee Box, Bee Mine, Tumbleweed (0.1% x 3)
  • Spawns from (Killer Bee) - Beehives, Bee Box, Killer Beehive
Bees are Neutral
Killer Bees are Aggressive

Beefalo
  • Health - Adult 500, Rest 300
  • Damage - 34
  • Attack Delay - 4
  • Attack Range - 3
  • Walking Speed - 1 - 1.5 Depending on Growth
  • Running Speed - 4.5 - 7 Depending on Growth
  • Loot - Meat (x4), Beefalo Wool (x3), Beefalo Horn (33%)
  • Shave with Razor - Beefalo Wool (x3)
  • Produces - Manure
Only Adults are Neutral the rest are Passive

Koalefant
  • Health - 1000
  • Damage - 50
  • Attack Delay - 4
  • Walking Speed - 1.5
  • Running Speed - 7
  • Loot - Koalefant Trunk, Meat (×8)
  • Produces - Manure

Pig
  • Health - 250
  • Damage - 33
  • Attack Delay - 3
  • Attack Range - 3
  • Walking Speed - 3
  • Running Speed - 5
  • Special Ability - Sanity aura - +25/min (when allied)
  • Special Ability - Can be befriended with Meat
  • Loot - Meat (75%), Pig Skin (25%)
  • Spawns From - Pig House Build

Pengull
  • Health - 150
  • Damage - 33
  • Attack Delay - 3
  • Attack Range - 2.5
  • Walking Speed - 2
  • Special Ability - Hides Egg
  • Loot - Jet Feather (20%), Drumstick (10%), Morsel (10%), Egg (If one was hidden)
  • Spawns From - Ocean
How to farm Pengull
Killing Pengulls at night time with gunpowder is a very quick way to farm eggs, feathers and meat.

Batilisk
  • Health - 50
  • Damage - 20
  • Attack Delay - 1
  • Attack Range - 1.5
  • Walking Speed - 8
  • Loot - Batilisk Wing, Guano (15%), Monster Meat (10%)
  • Produces - Guano
  • Spawns From - Sinkhole
Batilisks come to the surface through unplugged Sinkholes at Dusk. They deal a small amount of damage and with most characters take two hits to kill with a Spear and Bat Bat and one hit with most other melee weapons. They drop Batilisk Wings, Monster Meat, Guano, or nothing at all when killed. Additionally, Batilisks periodically drop Guano while moving (much like Beefalo drop Manure).

A Batilisk that isn't attacking anything will eat Meats left on the ground. If it comes across a stack, it will chew through the whole stack before moving on, ignoring other mobs or the player until then.

Buzzard
  • Health - 175
  • Damage - 15
  • Attack Delay - 2
  • Walking Speed - 4
  • Running Speed - 8
  • Loot - Morsel (1-2), Drumstick x1, Jet Feather x1 (33%)
Buzzards are found in the Desert and Rockyland biomes. They circle the skies in search of Meats, appearing as shadows on the ground. When a circling Buzzard spots meat, it will land and begin to eat it. Once done eating all Meats or Seeds in its vicinity, it will take off again. If the player approaches a Buzzard while it is eating, it will squawk in anger and peck at the player, causing damage. The Buzzard will not, however, pursue the player.

Catcoon
  • Health - 150
  • Damage - 25
  • Attack Delay - 2
  • Attack Range - 3-4 (when Leaping)
  • Walking Speed - 3
  • Special Ability:
    • Can be befriended with toys
    • Vomits gifts
  • Loot - Meat, Cat Tail (33%)
  • Spawns from - Hollow Stump
Catcoon will wander around, pouncing at small creatures and playing with various objects, sometimes destroying them. When it sees a small Bird, Rabbit, Moleworm, Butterfly, or Bee, it will pounce on it and kill it. In addition to Monsters, Catcoons are aggressive towards Pengulls and Hounds too and will attack them if they get close enough. This generally leads to the Catcoon being killed in retaliation. Catcoons will also attack a Glommer, even if players have befriended both, so caution should be taken. Catcoons are hostile to Webber, since he is considered a Monster.

Catcoons can be befriended by giving them "toys" or food, and they will give "gifts" to the player by coughing up items, such as Rot and Cut Grass, as if it is a hairball. Each item given to the Catcoon will add a tenth of a day (48 sec) to the time they spend following the player (up to a maximum of 1 day) and force the next hairball to be sooner. The item that they give depends on the number of times they hack before coughing it up. Currently, there are two lists for neutral and friendly Catcoons.

Gifts for a Catcoon
Catcoon Toys
Birchnut Pile o' Balloons, Beefalo Wool, Butterfly Wings, Cut Grass, Egg Jet, Feather Azure, Feather Crimson, Feather Foliage, Bunny Puff, Moleworm, Papyrus Petals, Pine Cone, Rabbit, Rope, Silk, Spider Eggs, Spider Gland, Tallbird Egg and Trinkets Twigs

Catcoon Food
Eel, Egg, Fish, Frog Legs, Morsel, Moleworm and Rabbit

Gifts from a Catcoon
Neutral
Rot, Cut Grass, Flint, Moleworm, Rocks, Dark Petals, Petals, Ice, Pine Cone, Crimson Feather, Birchnut and Wet Goop

Friendly
Rot, Cut Grass, Flint, Moleworm, Rocks, Dark Petals, Petals, Ice, Pine Cone, Crimson Feather, Birchnut, Rabbit, Gold Nugget, Twigs, Tumbleweed, Berries, Silk, Morsel, Carrot, Seeds, Corn Seeds, Ashes, Azure Feather, Jet Feather, Bone Shards, Pumpkin Seeds, Eggplant Seeds, Durian Seeds, Pomegranate Seeds, Dragon Fruit Seeds, Watermelon Seeds, Batilisk Wing, Red Cap, Blue Cap, Green Cap, Fish, Frog Legs, Bee, Butterfly, Redbird, Snowbird, Crow, Cut Reeds, Tentacle Spots, Beefalo Wool and Electrical Doodad

Volt Goat
  • Health - 350
  • Damage - 25 (37.5 when Charged)
  • Attack Period - 2
  • Attack Range - 3
  • Walking Speed - 4
  • Running Speed - 8
  • Special Ability - Becomes charged by lightning
  • Special Ability (charged) - Stuns opponents with electricity
  • Loot - Meat x3, Volt Goat Horn 25%
  • Loot (charged) - Electric Milk x1
The Volt Goat is essentially a living Lightning Rod; any Lightning that strikes in the vicinity will seek out and charge the Volt Goat, causing it to radiate electricity and glow for 3 days. Normally a neutral creature, a charged Volt Goat becomes highly aggressive. While charged, any attacks made by a Volt Goat or any attacks made on a Volt Goat (melee or ranged) will damage and stun its opponent with an electric shock. Attacking one Volt Goat will not cause the rest of the herd to become hostile to the attacker.
Creatures - Neutral (Continued)
Mosling
  • Health - 525
  • Damage - 50
  • Attack Period - 3
  • Attack Range - 2
  • Walking Speed - 5
  • Special Ability - When angry, forms whirlwind to attack player
  • Loot - Meat, Drumstick, Down Feather x2-3 (133%)
The Mosling is a small baby bird spawned from an egg on a nest made by a Moose/Goose during Spring. Nearby Moslings will form a herd centered around a single nest. They will roam around eating various foods they can find, having the same apparent eating behavior as the Gobbler. When Spring ends, the Moslings will take flight and ascend into the sky.

Under normal circumstances they try to avoid conflict, and will run from an aggressor. If attacked while their parent is alive, all members of the herd will run toward the nest and call for help, causing a Moose/Goose to land and protect them. If their Moose/Goose guardian is slain, the Moslings will become enraged and attack the player. Moslings attack by spinning so fast that they appear as a whirlwind which radiates electricity, travelling in a straight line. While in their whirlwind attack animation, there is a chance for them to be struck by lightning (which does not damage them) and rain to start falling for a short period. After each attack they will become dizzy for a short period of time, making them vulnerable to counterattacks.

Moslings can be a lot of trouble when playing as WX-78. Their spinning attack calls lightning strikes on the player which means the player will be overloaded many times, causing a large amount of Sanity loss.
Creatures - Aggressive
Glossary
  • Aggressive - Attack you when they have noticed you.
  • Neutral - Attack you when you attack them.
  • Passive - Don't fight back when attacked.

Clockwork Bishop
  • Health - 900
  • Damage - 40
  • Attack Delay - 4
  • Attack Range - 6
  • Walking Speed - 5
  • Special Ability - Has a Ranged Attack
  • Loot - Gears (x2), Purple Gem

Clockwork Knight
  • Health - 900
  • Damage - 40
  • Attack Delay - 2
  • Walking Speed - 5
  • Loot - Gears (×2)




Clockwork Rook
  • Health - 900
  • Damage - 45 to player, 400 to rest
  • Attack Delay - 2
  • Walking Speed - 5
  • Running Speed - 16
  • Special Ability - Ram charges destroying structures in its path.
  • Loot - Gears (×2)

You can easily use clockwork rook's ram to clear forests for wood and even other creatures.


Frog
  • Health - 100
  • Damage - 10
  • Attack Delay - 1
  • Attack Range - 3
  • Walking Speed - 4
  • Running Speed - 8
  • Special Ability - Knocks out items from the players inventory when attacking
  • Loot - Frog Legs
  • Spawns from - Pond

Ghost
  • Health - 200
  • Damage - 15
  • Attack Delay - 1.2
  • Attack Range - 1.5
  • Running Speed - 2
  • Special Ability - Insanity Aura -40 sanity per min
  • Loot - None
  • Spawns from - Grave

Hounds
  • Health - 150, (100 Red and Blue)
  • Damage - 20, (30 Red and Blue)
  • Attack Delay - 2
  • Attack Range - 3
  • Running Speed - 10
  • Special Ability (All) - Insanity Aura -40 sanity per min
  • Special Ability (Red) - Bursts into flames when killed
  • Special Ability (Blue) - Freezes close range attackers upon death.
  • Loot (All) - Monster Meat
  • Loot (Black) - Hound's Tooth (12.5%)
  • Loot (Red) - Hound's Tooth, Ash, Red Gem (20%)
  • Loot (Blue) - Hound's Tooth (×2), Blue Gem (20%)
  • Spawns from (All) - Hound Mound
  • Spawns from (Blue) - Walrus Camp Winter

Read the hound attacks section for more information about hounds.

MacTusk
  • Health - 300
  • Damage - 33
  • Attack Delay - 3
  • Walking Speed - 2
  • Running Speed - 4
  • Loot - Meat, Blow Dart,Walrus Tusk (50%), Tam o' Shanter (25%)

Guardian Pig
  • Health - 600
  • Damage - 33
  • Attack Delay - 1.5
  • Attack Range - 3
  • Walking Speed - 3
  • Running Speed - 5
  • Special Ability - Werepig Transformation is shorter
  • Loot - Meat (75%), Pig Skin (25%)
  • Spawns From - Pig Torch

Werepig
  • Health - 700
  • Damage - 40
  • Attack Delay - 12
  • Attack Range - 3
  • Walking Speed - 3
  • Running Speed - 7
  • Special Ability - Insanity aura -100/min
  • Loot - Pig Skin, Meat (×2)

During a full moon or after eating 4 pieces of Monster Foods (Monster Meat Cooked Monster Meat Monster Jerky Monster Lasagna Durian Extra Smelly Durian), Pigs and Guardian Pigs will turn into Werepigs.

Werepigs will stop to eat any Food on the ground and will produce Manure if they eat Fruits or Vegetables.

Spider / Spider Warrior
  • Health - 100, (400 Spider Warrior)
  • Damage - 20
  • Attack Delay - 3, (4 - 6 Spider Warrior)
  • Attack Range - 3, (6 Spider Warrior)
  • Walking Speed - 3, (4 Spider Warrior)
  • Running Speed - 5
  • Special Ability - Insanity aura -25/min, (-40/min Spider Warrior)
  • Loot - Monster Meat (50%), Silk (25%), Spider Gland (25%)
  • Spawns from (All) - Spider Den, Spider Queen
  • Spawns from (Black) - Tumbleweed (0.1% x 3)

They are generally nocturnal; only coming out in daylight if their den is attacked, or if the webbing from their dens is stepped on. .

Tallbird
  • Health - 800, (600 Teen), (50 Baby)
  • Damage - 50, (37.5 Teen), (10 Baby)
  • Attack Delay - 2
  • Attack Range - 3
  • Walking Speed - 7, (6 Teen & Baby)
  • Running Speed - 7, (6 Teen & Baby)
  • Special Ability - Lays a Tallbird Egg in its nest
  • Loot Adult - Meat (×2)
  • Loot Teen - Meat
  • Loot Baby - Morsel
  • Spawns from (Adult) - Tallbird Nest
  • Spawns from (Baby) - Hatching Tallbird Egg

Tentacle / Baby Tentacle
  • Health - 500, (20 Baby Tentacle)
  • Damage - 34, (5 Baby Tentacle)
  • Attack Delay - 2
  • Attack Range - 4
  • Special Ability (Normal Tentacle) - Insanity aura -40/min
  • Special Ability (Normal Tentacle) - Retreats underground when not attacking
  • Loot (Normal Tentacle) - Monster Meat (×2), Tentacle Spike (50%), Tentacle Spots (20%)
  • Spawns from (Normal Tentacle) - On Tentacles [Book] (Only available when playing as Wickerbottom)
  • Spawns from (Baby Tentacle) - Tentapillar, Ancient Pseudoscience Station

Tentacles are hostile Monsters that specifically spawn in Marshes, though they will not spawn on world-generated roads.

Mosquito
  • Health - 100
  • Damage - 3 (34 by explosion)
  • Attack Delay - 2
  • Attack Range - 4
  • Walking Speed - 8
  • Running Speed - 12
  • Special Ability - Explodes after the 4th successful attack
  • Loot - Mosquito Sack (50%)
  • Loot (Caught with Bug Net) - Mosquito
Mosquitoes are hostile insects that spawn from ponds at dusk and night in Marsh biomes. Mosquitoes are fast-moving and aggressive. Because they deal a relatively small amount of damage, farming them can be profitable for health from their Mosquito Sacks. They have a small red blood sac which grows with each successful attack. On the 4th successful attack, the Mosquito will explode and cause additional damage to its surroundings. Mosquitoes will not spawn during Winter.

Crawling Horror
  • Health - 300
  • Damage - 20
  • Attack Delay - 2.5
  • Attack Range - 20
  • Running Speed - 3
  • Insanity Aura - -100 per min
  • Special Ability - Teleports when attacked
  • Loot - Nightmare Fuel (150%)
Crawling Horrors turn aggressive when the player's sanity is 15% or below. Walking near these will decrease Sanity, and they will restore 15 Sanity and drop Nightmare Fuel when killed.

Terrorbeak
  • Health - 400
  • Damage - 50
  • Attack Delay - 1.5
  • Attack Range - 20
  • Running Speed - 7
  • Insanity Aura - -100 per min
  • Special Ability - Teleports when attacked
  • Loot - Nightmare Fuel (150%)
Terrorbeak turn aggressive when the player's sanity is 15% or below. Walking near these will decrease Sanity, and they will restore 30 Sanity and drop Nightmare Fuel when killed.
Creatures - Aggressive (Continued)
Birchnutter
  • Health - 50
  • Damage - 5
  • Attack Period - 2
  • Attack Range - 2.5, 3
  • Walking Speed - 3.5
  • Loot - Twigs 60%, Birchnut 40%
  • Spawns from - Poison Birchnut Tree
The Birchnutter is a small, Slurper-like monster that is spawned in a group from Poison Birchnut Trees. They attack the player by leaping at them, dealing 5 points of damage per hit. They are spawned at intervals to defend the Poison trees and target whatever the tree was targeting at the time. Their numbers, paired with the tree's roots, make it challenging to cut the monster down. They are easily avoidable otherwise though and are easy to kill. Birchnutters drop Twigs or Birchnuts, meaning they are a good way to farm Birchnuts.

Birchnutters, unlike Eyeplants, can spawn from any kind of turf. They take one hit from an Ice Staff to be frozen but they can't be put to sleep. Instead, they go back underground when a Pan Flute or other similar items are used against them.

Poison Birchnut Tree
  • Damage - 40
  • Attack Period - 1.5
  • Attack Range - 2
  • Loot - Birchnut ×3, Living Log ×1-2, Living Log ×1 (Shovel), Nightmare Fuel (20%)
When cutting down a fully sized Birchnut Tree that drops Birchnuts from day 3 and after, there is a small chance that other Birchnut Trees in the area will "awaken" and begin attacking anything in the area, unless it is Winter. This chance increases with the number of days survived from 3% on day 3 to 33% on day 70. After enough time passes (minimum one day) angered Birchnut Trees will calm down and return to their normal state. The player can also plant Birchnuts nearby to attempt to pacify them.

An angry Birchnut Tree can spawn up to 5 Birchnutters to attack the player or nearby Mobs. They will also do a root attack, behaving similarly to tentacles, that will attempt to home in on the player's position. Unlike the somewhat similar Treeguards, angry Birchnut Trees have to be felled with an Axe (12 swings) or any other method that will destroy the average tree. Torching an angry Birchnut Tree spawns another, final wave of Birchnutters.

An angry Birchnut Tree will drop 1 Living Log and 3 Birchnuts and has a 20% chance to drop an additional Living Log or Nightmare Fuel. Its stump can also be dug up to yield an additional Living Log.
Creatures - The Big ♥♥♥♥♥♥♥
Charlie (Night Monster)
  • Damage - 100
  • Attack Delay - Random
  • Insanity Aura - -20 on hit
Charlie, otherwise known as the Night Monster, or (unofficially) the Grue, is an invisible hostile damage source. She only attacks when the character is in complete darkness, unable to see. (Characters will state when they are vulnerable, e.g. "It's so dark!"). When being stalked, the character will become alarmed, exclaiming things such as "What was that?", followed by a loud "whoosh" to signal her approach. Moments later, a slashing sound is heard and the character will take 100 damage and 20 Sanity loss. These attacks will continue every few seconds until the character finds or creates a light source in order to see.

Most characters can survive a single attack, even without armor.

Spider Queen
  • Health - 2500
  • Damage - 80
  • Attack Delay - 3
  • Attack Range - 5
  • Walking Speed - 1.75
  • Special Ability - Insanity aura -400/min
  • Special Ability - Spawns Spiders and Spider Warriors
  • Loot - Monster Meat (×4), Silk (×4), Spider Eggs, Spiderhat
  • Spawns from - Spider Den

Spider Queen spawns from overgrown tier 3 Spider Dens, if a player or other mobs wander close by

Treeguard
  • Health - 2100, 3000, 3750
  • Damage - 35, 50, 62 to player / 105, 150, 186 to mobs
  • Attack Delay - 3
  • Attack Range - 2.1, 3, 3.75
  • Walking Speed - 1.05, 1.5, 1.875
  • Insanity aura - -100 Sanity per min
  • Loot - Monster Meat, Living Log (×6)
  • Spawns from - Trees

There are three sizes available for Treeguards– short (70% scale), normal (100% scale), and tall (125% scale) that spawn from the respective size Evergreens.

Treeguards will aim to attack whoever chopped down trees near them and will follow their target indefinitely; however, they can be pacified by planting Pine Cones. Planting one within 16 units away has a 15% chance to pacify them, while within 5 units away has a 33% chance. Treeguards give a soft growl every time a pine cone is planted, whether or not it pacifies. If an angered Treeguard following the player does not growl when a pine cone is planted, it was not planted close enough to calm the Treeguard.

Varg
  • Health - 600
  • Damage - 50
  • Attack Delay - 3
  • Attack Range - 5
  • Walking Speed - 5.5
  • Special Ability - Can summon Hounds, Red Hounds and/or Blue Hounds
  • Loot - Hound's Tooth (×1-3), Monster Meat (×4-6)
When tracking a Koalefant, there is a chance for the Varg to be tracked down instead. This chance starts at 5% on day one, and gradually increases to 33% chance on day 100. The player is unable to tell which animal will be at the end of the tracks before encountering it. When killed, the Varg drops around 4-6 Monster Meat and 1-3 Hound's Tooth.

The Varg takes 3 hits with the Ice Staff to be frozen, and 1 Sleep Dart to be put to sleep.

Ewecus
  • Health - 800
  • Damage - 60
  • Special Ability - Spits mucus that immobilizes players.
  • Loot - Meat (x4), Steel Wool (x2-3), Phlegm (x1-2),
  • Produces - Manure
The Ewecus has a 50% chance to spawn at the end of a series of Suspicious Dirt Piles instead of a Varg. It utilizes the same increased chance of spawning as a Varg does, starting off at a relatively low 5% on Day 1 and gradually increasing to 33% by Day 100 (both of these values will be halved for finding either the Ewecus or Varg specifically). This makes hunting for the Koalefant alone more risky due to the nature of its attacks, encouraging players to work together.

The Ewecus has a short-ranged melee attack and a long-ranged projectile. When it uses its short-ranged attack, it will attempt to kite the player. The projectile attack, in which it spits mucus at the player, will halt the player's movement on impact. The player will escape over time, but the player can escape faster with the help of other players or befriended Pigs.

The Ewecus takes 3 blasts from the Ice Staff to be frozen and 4 Sleep Darts to be put to sleep.

Krampus
  • Health - 300
  • Damage - 50
  • Attack Delay - 1.2
  • Attack Range - 3
  • Running Speed - 7
  • Special Ability - Steals Items
  • Loot - Monster Meat, Charcoal ×2, Krampus Sack (1%)
Krampus (pl. Krampi) is a neutral Monster that steals the player's stored items and items left on the ground. He will spawn if the player exceeds the naughtiness level, or "karma" rating, by killing "innocent" Animals with weapons or by murdering them in the inventory (see the Naughtiness section for more information). He behaves similar to a Gobbler or MacTusk when approached. He will break Chests to steal items and will pick up most items lying on the ground in the player's vicinity, including Backpacks. He will keep running around the player until no more items exist on-screen, then disappear into his sack. Krampus will not steal the Eye Bone, Lucy the Axe, Willow's Lighter, Abigail's Flower, Pile o' Balloons, Divining Rod, or Wooden Thing components, unless these items are inside a Backpack.

Deerclops
  • Health - 4000
  • Damage - 75 to player (150 to mobs)
  • Attack Delay - 3
  • Attack Range - 6
  • Walking Speed - 3
  • Insanity Aura - -400 Sanity per min
  • Special Ability - AoE attack. Destroys structures and trees
  • Loot - Meat ×8, Deerclops Eyeball
See Killing Deerclops for more information




Bearger
  • Health - 6000
  • Damage - 100 to player / 200 to mobs
  • Attack Delay - 3
  • Attack Range - 6
  • Walking Speed - 3 - 6
  • Running Speed - 10
  • Insanity aura - 400/min when fighting, -100/min otherwise
  • Special Ability - AoE attacks. Eats food, be it in containers or on the ground. Sheds fur every 45 seconds.
  • Loot - Meat x8, Thick Fur
See Killing Bearger for more information

Moose/Goose
  • Health - 6000
  • Damage - 75 to player / 150 to mobs
  • Attack Delay - 3
  • Attack Range - 5.5
  • Walking Speed - 8
  • Running Speed - 12
  • Special Ability - Honks to make the player drop their weapon.
  • Loot - Meat x6, Drumstick x2, Down Feather (3-5)
See Killing Moose/Goose for more information






Dragonfly
  • Health - 27500
  • Damage -
    • 75 Swipe and 37.5 x3 (112.5) Ring of Fire (to player)
    • 150 Swipe and 75 x3 (225) Ring of Fire (to mobs)
    • Fire damage when enraged
  • Attack Delay - 2.5
  • Attack Range - 4
  • Walking Speed - 4 (2 when recently unfrozen)
  • Insanity Aura - -400/min
  • Special Ability - Spits lava. Engulfs itself in fire when attacked, sets anything near it on fire and deals constant fire damage to anything nearby.
  • Loot - Meat x8, Scales
See Killing Dragonfly for more information
Food - Information
Food Spoilage
  • Green (50-100% Fresh) - Restores the full amount of hunger, health and sanity for a given food.
  • Yellow (21% - 49% Stale) - Restores 2/3 of Hunger, 1/3 of Health and doesn't restore any sanity
  • Red (0-20% Spoiled) - Restores 1/2 of Hunger, doesn't restore any Health and decreases sanity by 10.

More Information on Spoilage
  • Any kind of cooked meat lasts longer than any raw meat, but any kind of raw vegetable lasts longer than any cooked vegetable. The exceptions are Popcorn, which lasts longer than raw Corn, and Mushrooms, which last the same amount of time whether cooked or raw.
  • Food dropped on the ground will perish at 1.5 rate, while keeping it in the Ice Box will reduce the rate to 0.5. Additionally, during Winter and when world temperature is below 0°, the food base perish rate is multiplied by 0.75 instead of 1. I.e. during winter, when temperature is below 0°, food in the Ice Box will spoil at 0.5 × 0.75 = 0.375 rate.
  • Soggy food spoils 30% faster.
  • The stale and spoiled effects do not apply when eaten by WX-78.
  • The effects of eating stale or spoiled food are worse when playing as Wickerbottom. Stale food will only give 1/3 of the hunger and 1/4 of health. Spoiled food will restore only 1/6 of the hunger. The rest of the values is the same as other characters.
  • Cooking Food on fire or in Crock Pot halves the spoiled amount of the Food.
  • Tallbird Eggs, Mandrakes (raw and cooked), the Deerclops Eyeball, Guardian's Horn and the Glommer's Goop (RoG only) are the only Food items which don't spoil.
  • Food cooked in the Crock Pot and meat dried on the Drying Rack do not begin to spoil until picked up.
Food - Meat
Meats
  • Meats (except for raw Monster Meat) in any state of spoilage can be given to the bird in a Birdcage to produce a fresh Egg.
  • Meats can be given to Pigs to befriend them. If the Pig eats four of any of the health damaging monster foods Monster Food, it will turn into a Werepig.
  • Meats except for Monster Meat, Cooked Monster Meat, Frog Legs, Cooked Frog Legs, can be given to the Pig King in exchange for Gold Nuggets
  • Meats can be placed on the drying rack for 1 day to create jerky. Normal Meat will take 2 days on the drying rack.
Raw
Cooked
Dried
Meat Value
Crock Pot
Meat
1
25
-10
6 Days
Cooked Meat
3
25
0
10 Days
Jerky
20
25
15
20 Days
1
Yes
Monster Meat
-20
18.75
-15
6 Days
Cooked Monster Meat
-3
18.75
-10
15 Days
Monster Jerky
-3
18.75
-5
20 Days
1
Yes
Leafy Meat
0
12.5
-10
6 Days
Cooked Leafy Meat
1
18.75
0
10 Days
[/td]
N/A
N/A
N/A
No
Morsel
0
12.5
-10
6 Days
Cooked Morsel
1
12.5
0
10 Days
Small Jerky
8
12.5
10
20 Days
0.5
Yes
Drumstick
0
12.5
-10
6 Days
Fried Drumstick
1
12.5
0
10 Days
Small Jerky
8
12.5
10
20 Days
0.5
Yes
Food - Meat (Continued)
Raw
Cooked
Dried
Meat Value
Crock Pot
Fish
1
12.5
0
3 Days
Cooked Fish
1
12.5
0
6 Days
Small Jerky
8
12.5
10
20 Days
0.5
Yes
Frog Legs
0
12.5
-10
6 Days
Cooked Frog
Legs
1
12.5
0
10 Days
Small Jerky
8
12.5
10
20 Days
0.5
Yes
Batilisk Wing
3
12.5
-10
6 Days
Cooked Batilisk Wing
8
18.75
0
10 Days
N/A
N/A
N/A
No
Koalefant Trunk /
Winter Koalefant Trunk
30
37.5
0
6 Days
Koalefant Trunk Steak
40
75
0
15 Days
N/A
N/A
N/A
No
Deerclops Eyeball
60
75
-15
Doesn't Spoil
N/A
N/A
N/A
N/A
N/A
No
Egg
0
9.375
0
10 Days
Cooked Egg
0
12.5
0
6 Days
N/A
N/A
1 Egg Value
Yes
Food - Meat (Continued)
Raw
Cooked
Dried
Meat Value
Crock Pot
Tallbird Egg
3
25
0
Doesn't Spoil
Cooked Tallbird Egg
0
37.5
0
6 Days
N/A
N/A
4 Egg Value
Yes
Food - Vegetables
Vegetables
  • The cooked version of a vegetable almost always rots faster than the non-cooked version, except for Mushrooms. All farmable vegetables last the same amount of time when raw.
  • Carrots, Lichen, Mandrakes, and Mushrooms can be found naturally in the world, however most of the other vegetables have to be Farmed by planting Seeds.
ALL VEGETABLE VALUES ARE 1 EXCEPT FOR MUSHROOMS WHICH ARE x0.5

Raw
Cooked
Raw
Cooked
Corn
3
25
0
10 Days
PopCorn
3
12.5
0
15 Days
Carrot
1
12.5
0
10 Days
Roasted Carrot
3
12.5
0
6 Days
Pumpkin
3
37.5
0
10 Days
Hot Pumpkin
8
37.5
0
6 Days
Eggplant
8
25
0
10 Days
Braised Eggplant
20
25
0
6 Days
Red Cap
-20
12.5
0
10 Days
Cooked Red Cap
1
0
-10
10 Days
Green Cap
0
12.5
-50
10 Days
Cooked Green Cap
-1
0
15
15 Days
Blue Cap
20
12.5
-15
10 Days
Cooked Blue Cap
-3
0
10
10 Days
Mandrake
60
75
0
Does Not Spoil
Cooked Mandrake
100
150
0
Does Not Spoil
Food - Vegetables (Continued)
Other Raw Vegetables
Petals
1
0
0
6 Days
Dark Petals
0
0
0
6 Days
Cactus Flesh
-3
12.5
-5
10 Days
Cooked Cactus Flesh
1
12.5
15
10 Days
Cactus Flower
8
12.5
5
10 Days
Food - Fruit
Fruits
The cooked version of a fruit always rots faster than the non-cooked version. Berries and Cave Bananas can be found naturally in the world, however the rest of the fruits have to be Farmed by planting Seeds.

ALL FRUIT VALUES ARE 1 EXCEPT BERRIES & ROASTED BERRIES WHICH ARE 0.5

Raw
Cooked
Raw
Cooked
Pomegranate
3
9.375
0
6 Days
Sliced Pomegranate
20
12.5
0
3 Days
Dragon Fruit
3
9.375
0
6 Days
Prepared Dragon Fruit
20
12.5
0
3 Days
Durian
-3
25
-5
10 Days
Extra Smelly Durian
0
25
-5
6 Days
Berries
0
9.375
0
6 Days
Roasted Berries
1
12.5
0
3 Days
Watermelon
3
12.5
5
8 Days
Grilled Watermelon
1
12.5
7.5
3 Days
Food - Crock Pot Meals
The Recipes below refer to value numbers not quantity (unless they are asking for a specific food such as Frog Legs x1 or Drumsticks x2). To find value numbers please refer to the food category in this guide (such as vegetables).

Food
Name
(days)
(Secs)
Priority
Requires
Filler Restrictions
Unagi
+20
+18.8
+5
10
10
20
Eel + Lichen
Turkey Dinner
+20
+75
+5
6
60
10
Drumsticks x2 + Meats x0.5 + Vegetable or Fruit
Taffy
-3
+25
+15
15
40
10
Honey x3
No Meat
Fish Tacos
+20
+37.5
+5
6
10
10
Fish x1 + Corn x1
Powdercake
-3
0
0
18750
10
10
Honey x1 + Corn x1 + Twig
No Meat & No Fruits
Waffles
+60
+37.5
+5
6
10
10
Butter x1 + Eggs x1 + Berries x1
Pumpkin Cookie
0
+37.5
+15
10
40
10
Pumpkin x1 + Sweetener x2
Fishsticks
+40
+37.5
+5
10
40
10
Fish x1 + Twig x1
Only 1 Twig
Mandrake Soup
+100
+150
+5
6
60
10
Mandrake x1
Bacon and Eggs
+20
+75
+5
20
40
10
Eggs x2 + Meats x1.5
No Vegetables
Monster Lasagna
-20
+37.5
-20
6
10
10
Monster Meat x2 or Durian x2
No Twigs
Melonsicle
3
+12.5
20
3
10
10
Watermelon x1, Ice x1, Twigs x1
No Meat, Eggs or Vegetables
Ice Cream
0
25
50
3
10
10
Dairy x1, Ice x1, Sweetener x1
No Meat, Eggs, Twigs or Vegetables
Guacamole
20
37.5
0
10
10
10
Cactus Flesh x1, Moleworm x1
No Fruits
Flower Salad
40
12.5
5
6
10
10
Cactus Flower x1, Vegetables x2
No Fruits, Meats, Eggs, Sweeteners or Twigs
Trail Mix
30
12.5
5
15
10
10
Roasted Birchnut x1, Berriers x1, Fruit x0.5
No Meats, Eggs, Vegetables or Dairy
Spicy Chili
20
37.5
0
10
10
10
Vegetables x1.5, Meats x1.5
Food - Crock Pot Meals (Continued)
Food
Name
(days)
(Secs)
Priority
Requires
Filler Restrictions
Pierogi
+40
+37.5
+5
20
20
5
Egg x1 + Meat x0.5 + Vegetables x0.5
No Twig
Kabobs
+3
+37.5
+5
15
40
5
Meat x0.5 + Twigs x1
Only 1 Twig
Honey Ham
+30
+75
+5
15
40
2
Honey x1 + Meat x2
No Twig
Honey Nuggets
+20
+37.5
+5
15
40
2
Honey x1 + Meat x0.5
No Twig
Butter Muffin
+20
+37.5
+5
15
40
1
Butterfly Wings x1 + Vegetables x0.5
No Meat
Froggle Bunwich
+20
+37.5
+5
15
40
1
Frog Legs x1 + Vegetables x0.5
Stuffed Eggplant
+20
+37.5
+5
15
40
1
Eggplant x1 + Vegetables x0.5
Dragonpie
+40
+75
+5
15
40
1
Dragon Fruit x1
No Meat
Fruit Medley
+20
+25
+5
6
10
0
Fruits x3
No Meat & No Vegetables
Ratatouille
+3
+25
+5
15
20
0
Vegetables x0.5
No Meat & No Twigs
Fist Full of Jam
+3
+37.5
+5
15
10
0
Fruit x0.5
No Meat & No Vegetables & No Twigs
Meaty Stew
+12
+150
+5
10
15
0
Meat x3
No Twigs
Meatballs
+3
+62.5
+5
10
15
-1
Meat x0.5
No Twigs
Wet Goop
Zero
Zero
Zero
6
5
-2
Any Invalid Recipe
Food - Dairy & Other
Dairy
.png]
Electric Milk
3
12.5
10
6 Days
Butter
40
25
0
40 Days

Sweetener
Honey
3
9.375
0
40 Days
Honeycomb
N/A
N/A
N/A
N/A

Other
These food are not categorized in crock pot recipes
Birchnut

Not Edible
20 Days
Roasted Birchnut
1
9.375
0
6 Days
Seeds
0
4.6875
0
40 Days
Toasted Seeds
1
4.6875
0
10 Days
Glommer's Goop
40
9.375
-50
N/A
Ice
0.5
2.3
0
3 days
Environment
Berry Bushes
Berry Bushes are Plants commonly found in Grasslands and occasionally Forests. They can be harvested to receive 1 Berries, after which they will need from 3 to 5 days to regrow (Rain will reduce this time). Berry Bushes can be dug up with a Shovel and replanted in a new location (typically closer to a base camp). Doing this will require the bush to be fertilized before it will regrow any new Berries. If the player tries to dig up a Berry Bush without fertilizing it, it will result in 2 Twigs and the bush's destruction.

Replanted Berry Bushes will only produce Berries for 4 to 5 harvests, after which they will require additional fertilizer. As the plant gets closer to this point, it will begin to show fewer berries in its branches. When it can no longer be harvested, it will again resemble an unfertilized bush. Picking Berries from a Berry Bush before enough are shown will also cause the bush to become dry and require fertilization.

Berry Bushes are highly flammable and can be used as fuel in Campfires and Fire Pits. When burned on the ground, they will leave behind 1 Ash. Because they burn easily, Berry Bushes planted close together are very susceptible to Lightning strikes. This can be prevented by building a Lightning Rod to draw the lightning.
Berry Bushes will not produce Berries in Winter, although any Berries left unpicked can be harvested during that time.

There are two distinct varieties of Berry Bushes, which stack separately. The "leafy" variety cannot be used to make Bush Hats. Snow will not fall on this variant. Other than this however, they function exactly the same.

Gobblers consume Berries from bushes very quickly and can clean off multiple Bushes rapidly if not stopped.

Flowers
Flowers are found in Grasslands, Forests, or Savannas. They cannot be found in Marshes or Rockyland. When picked, they restore 5 Sanity and produce Petals, which, when eaten, restore 1 Health. There are 10 different kinds of flowers, but all have the same effect.

Flowers serve a variety of purposes. Picking 12 of them for their Petals allows the creation of a Garland, which provides a Sanity boost over time in addition to the 5 sanity gained from picking each flower. This is especially useful early on in the game.

Flowers also spawn Butterflies, which can be killed for their wings and Butter or be captured in a Bug Net. Captured butterflies can be planted anywhere to produce a new flower, thus making each of these items renewable. Homeless Bees can also produce Flowers over time. Many Flowers can be planted together to build a Butterfly farm, an area where Butterflies can easily be killed for their wings. Large groups of Flowers are also useful for Honey production. Building Bee Boxes near such fields increases the speed at which the bees produce Honey.

Evil Flowers
Evil Flowers are a type of flower that spawn around the Wooden Thing, its Things, Totally Normal Trees, and Maxwell's Door. Evil Flowers provide 1 bunch of Dark Petals when picked. Evil Flowers act the same as regular flowers, spawning butterflies and attracting Bees. New Evil Flowers can spawn if an unpicked Evil Flower is pollinated by a homeless Bee.

Evil Flowers drain 25 Sanity in a minute when stood by, 5 when picked, and 5 more if the player eats the Dark Petals it provides. Since the Dark Petals do not have any sort of purpose when eaten and only drain sanity, it is advised that the player not eat them unless they want to purposely lower Sanity to fight Shadow Creatures or move Obelisks.

Grass
Grass Tufts are plants commonly found in Savanna and Grasslands, but they can also appear in other biomes as well. Grass Tufts can be harvested to receive 1 Cut Grass, after which they will need three days to regrow (Rain will reduce this time).

Grass Tufts can be dug up with a Shovel or Regal Shovel and replanted in a new location (typically closer to a base camp). Doing this will give it a shorter, withered appearance, requiring the tuft to be fertilized before it will regrow any new grass. It must be fertilized again after 20 harvests. Grass will grow really slowly during Winter.

These plants are flammable and can be used as long-lasting fuel in Campfires and Fire Pits, but that is not recommended since Grass Tufts are a nonrenewable resource. When unpicked Grass Tufts are burned, they will leave behind 1 Ash and no plantable tuft. The same applies to dug-up tufts.

Because they burn easily and are usually planted very close together in a large cluster, Grass Tufts are very susceptible to Lightning strikes which occur during heavy Rain. This can be prevented by building Lightning Rods near them.

Mandrake
A Mandrake is a very rare passive Mob found in Grasslands. By default, only a few Mandrakes spawn within a world (about 2-5). Mandrakes often all spawn together in the same area, so finding one will usually result in finding all of the Mandrakes available in the world. It is required for making a Pan Flute and can be made into Mandrake Soup in the Crock Pot.

When picked at night or dusk, it will turn into a living Mandrake, following the player around constantly making noise until morning, after which it will replant itself on the spot. When picked during the day, it will die instantly and can be obtained as an item.

The Mandrake cannot be replanted by the player and is unable to be fed to an imprisoned bird. There are no "Mandrake Seeds" in the game; thus, it cannot be farmed or reproduced.

Although very rare, Mandrakes are some of the best foods in the game. Raw or cooked Mandrakes do not spoil, and when eaten raw, a Mandrake heals 60 Health and 75 Hunger and puts oneself and nearby Mobs to sleep. Eating Mandrake Soup restores the same amount of Health and Hunger as a cooked Mandrake in addition to 5 Sanity, and will not knock the player out upon eating it.

With normal damage modifiers, Mandrakes instantly die from any hit from a Spear or any better weapon. The only tools that will do the same are the Axe, Pickaxe, their golden counterparts, and the Pick/Axe.
Environment (Continued)
Meat Bulb
The Meat Bulb, also more commonly known as the Lureplant, is a hostile plant which is so named for its behavior of dangling meat to attract prey. Like Krampus, The Lureplant has its own inventory, which is filled with the items its Eyeplants (see below) have consumed but not yet digested. It has the capability of consuming and digesting just about anything that can fit in the player's inventory. The default digestion time for an item consumed by a Lureplant is 20 seconds. This makes it hard and inefficient to use the Lureplant to collect/farm common items, and makes it a hazard if any rare items are consumed.

When it is ready to produce a lure but no meat is available, it will produce Leafy Meat as a lure instead. This lure, along with any other meats the Lureplant may use as bait, may be harvested by unequipping any weapon such that the option to "harvest meat" appears instead of "attack". When a meat is successfully harvested from a Lureplant, all Eyeplants will disappear, and the bulb will revert to a "just planted" look. The bulb will not display another meat until it is capable of producing Eyeplants, 2 days later. If a Lureplant dangles the same lure for more than the time it takes for the lure to spoil, harvesting it will give nothing. The player can hit the Lureplant to make it retract its empty tendril, and soon, it'll come out again with a fresh Leafy Meat. During Winter, Lureplants will withdraw their roots and Eyeplants, producing no lures.

With normal damage modifier characters, Lureplants take 9 hits with a Spear; 8 with a Bat Bat; 6 with a Tentacle Spike, Ham Bat, and Thulecite Club; and 5 with a Dark Sword to be killed. Killing the Lureplant will also allow the player to collect the Leafy Meat, in addition to any items the Lureplant has collected in its inventory, provided they have not yet been digested. Additionally, a Lureplant will always drop a Fleshy Bulb after death, which may be replanted on any valid terrain.

A Lureplant will only spawn in a location situated within a certain distance of any area the player has previously walked, but will not grow on certain terrain types (man-made turfs, rocky turfs, or spider creep). This can be where the player is standing currently (on screen), but it actually has a range well beyond what one uncovers on the map, so it may not be noticed right away. However, unlike other changes to the landscape, the map updates immediately when a Lureplant has spawned, without requiring the player revisit the location. This makes detecting a Lureplant spawn easier.

The Lureplant's bulb itself does not possess any offensive or defensive capabilities, relying instead on the Eyeplants surrounding it for protection and sustenance.

Eyeplant
An Eyeplant is spawned from a Lureplant and will consume or attack anything that gets too close, including food from Crock Pots, Farms, and Drying Racks; Tooth Traps; and thrown Boomerangs. However, Eyeplants won't eat Backpacks and other containers. They are not very durable and will quickly retreat underground after being damaged by 30 HP. However, as long as the lure remains, new Eyeplants will pop up again after only a short interval. If an Eyeplant is attacked, the Lureplant from which it was spawned will withdraw the lure. After a short period of time, the Lureplant will once again pull out the lure.
Both the Lureplant and the Eyeplants are highly vulnerable to fire. Once one catches fire, it will quickly spread to the others, and they remain on fire until death. Lureplants that die in this manner destroy most of the items they have collected, though there exists a chance for some items to emerge unscathed, including its current lure and Fleshy Bulb.

With normal damage modifier characters, Eyeplants will retreat into the ground with a single hit from all weapons.

Eyeplants cannot emerge from man made turfs, rocky turfs, or spider creep. This makes Leafy Meat farms viable if bulbs are planted near a great deal of turf that Eyeplants cannot grow on.

Eyeplants will not spawn during winter (i.e. the parent Lureplant effectively "hibernates" until winter is over); any Eyeplants that have already spawned will de-spawn when winter arrives, and the Lureplant will look "just planted" for the rest of the season.

A single Lureplant is capable of sustaining up to 27 Eyeplants at once.

Mushrooms
Mushrooms are naturally spawning fungi found in the world. There are three types of mushrooms that can be eaten raw or cooked and be used in a Crock Pot. They can also be used as fuel, or turned into rot.

Each of the three mushrooms can be hand picked at different times of the day (Red Mushroom during the Day, Green Mushroom during the Dusk, and Blue Mushroom during the Night), which then re-grow after 10–20 hours of rain. They can also be dug up with a shovel, at any time of day - this will yield two mushrooms, but mushroom spawn will be destroyed. Mushrooms don't regrow during winter.

Every mushroom has positive and negative effects. All of the mushrooms refill 12.5 hunger and drain varying amounts of sanity and health. Please refer to the food - vegetable section for more information on this.

Pine Cone
Pine Cones can be planted to grow into Evergreen trees. It takes from 7.5 to 10 game hours for them to grow from saplings into small trees. They can also be used as a low-level fuel item.

When chopping down trees, it should be noted that chopping down a Large Evergreen will provide two Pine Cones, a Medium Evergreen will provide one, and a Small Evergreen will provide none.

Planting Pine Cones can calm and put to sleep nearby Treeguards, whether or not they are aggressive. The chance of this happening is a maximum of 33% when planted near the Treeguard, with a lower chance when planted farther away. The Treeguard will groan in acknowledgement when a Pine Cone is planted within range, even if it has already been pacified.

Reeds
Reeds are harvestable Plants typically found in Marsh Biomes.They can be harvested to receive 1 Cut Reeds. Once cut, they will need 3 days to regrow, but will not regrow during Winter.

Reeds can not be dug up and relocated like Grass Tufts or Saplings. They are flammable and will leave behind 1 Ash when burned.

Sapling
Saplings are small plants found commonly in Grasslands and Forests. They can be picked to provide 1 Twig, after which they will need 4 days to regrow. Saplings can be dug up with a Shovel and replanted in a new location (typically closer to a base camp). Unlike Grass Tufts and Berry Bushes, Saplings don't require fertilization to regrow after being replanted. This is similar to Spiky Bushes, which can be harvested without fertilization.

They are also highly flammable and may be used as fuel in Campfires or Fire Pits. When burned on the ground a Sapling will leave behind 1 Ash. Because they burn easily, Saplings planted close together are very susceptible to Lightning strikes. This can be prevented by building Lightning Rods. Saplings will not regrow during Winter.

Despite their name and comments from some characters, Saplings will never grow into Trees.
Environment (Continued)
Spiky Bush
The Spiky Bush is an in-game flora commonly found in Marsh biomes. It acts as a source of Twigs, like Saplings. Spiky Bushes are not affected by Winter cold and will regrow after 4 game days during both Summer and in Winter. Harvesting Twigs from a spiky bush damages health by 3 points.

Spiky Bushes can be dug up with a Shovel and replanted in a new location. This gives a Twig and an equivalent Sapling and is the safer way of getting Twigs, as digging and picking up a Spiky Bush does not damage the player. The bushes themselves can also be used as an effective fuel for Campfires, though they are not renewable. In this regard, they are similar to Saplings and Grass Tufts.

Evergreen
Trees are Plants generated randomly with each new map and can be naturally found anywhere except in Rockyland or Savanna Biomes (although they may still be planted there). Evergreens are most commonly found in Forests and Grasslands.

Trees are the primary source of Logs and Pine Cones. They can be chopped down with an Axe or by Pig followers. A felled tree leaves behind a tree stump, which can be dug up with a Shovel for an extra Log.

Evergreens have a 4-stage life cycle (small, medium, large, and aged) which they continuously cycle through. Once cut, stumps do not regrow into trees nor do new trees spawn naturally; the only way to get more trees is to plant them with Pine Cones. Tree stumps, however, are treated as normal trees by the game: they are shown on the map as normal trees and they change their size from small to aging continuously like trees do. Planting a Pine Cone will produce a sapling tree which will grow into a small Evergreen and follow the life cycle until it is chopped down or burned.

When a tree is chopped down, a nearby Evergreen may stand up and become a Treeguard. After day 3, each tree felled has a 1.3% percent chance of spawning a Treeguard from a nearby Evergreen, including trees you have planted yourself. The Treeguard will chase whoever chopped down trees near them until the player plants enough Pine Cones to pacify it or runs beyond the Treeguard's attack range. Since Treeguards are quite slow, they're relatively easy to outrun. Note that a pacified Treeguard will "hibernate" into a normal Evergreen - it will appear as a normal Evergreen but will actually be identified as a Treeguard when hovered-over. Treeguards that have been simply outrun will wander about in their active form.

Burning
If a tree is exposed to fire (such as from an uncontrolled Campfire, a Torch, or other nearby burning object) it will quickly ignite and can rapidly spread to nearby trees or other plants. Forests in particular are prone to large forest fires. The damage caused by fire will kill small creatures like Birds and Rabbits almost instantly and can damage the player if they stand too close. Burning trees produce a great deal of light and heat, however they burn out quickly. Once a tree is consumed by fire, it will be reduced to a burnt tree, which can be chopped down with an Axe to produce a piece of Charcoal (and occasionally a pine cone or two). Stumps that have been burned will turn into Ash.

Spiky Trees
Spiky Trees are found only in the Marsh. Instead of dropping Logs when chopped like other trees, Spiky Trees drop Twigs with only a 20% chance to drop a Log. Also, these trees do not have a life-cycle (changing size over time). There is also no way to replant them. Like other trees, the stumps of the Spiky variety can be dug up with a Shovel or Regal Shovel to get an additional log.

Lumpy Evergreen
Lumpy Evergreens are a variant of the typical evergreen with lumpy and wilted-looking branches. Unlike normal Evergreens, the Lumpy variety does not produce Pine Cones. They still have a life-cycle, growing to huge trees and then reverting to small ones. Also like normal trees, lumpy ones can become Treeguards. Like other trees, the stumps of the Lumpy Evergreen variety can be dug up with a Shovel or Regal Shovel to get an additional log.


Worm Hole
Worm Holes are essentially living tunnels which connect two points in the world together. They appear as mouths in the ground which open when approached. When the option ‘Jump in Worm Hole’ is selected, the character will leap inside and be spat out the other end after a brief delay. There are multiple Worm Holes in most worlds and they always connect the same two places on the map. Often they will end in two completely different areas with different resources, such as a Forest (with lots of Trees) and a Savanna (with lots of Grass and Boulders).

Traveling through a Worm Hole causes a Sanity loss of 15. Sanity can be quickly drained by repeatedly jumping into them. Smallbirds, Pigs, Mandrakes and other followers will follow any Characters through a worm Hole, as will Chester if the Eye Bone is in your inventory. Many objects, such as Food, Gravedigger Items, and Wooden Thing components can be dropped into the Worm Hole, and will be spat out the other end. Ghosts can also travel via worm holes.


Glommer's Statue
Glommer's Statue spawns in the Deciduous Forest Biome. When mined, it drops three Marble and the Old Bell blueprint.

On a full moon, a Glommer's Flower will spawn at the base of Glommer's Statue. Picking up Glommer's Flower will trigger Glommer to become a permanent "follower" (until Glommer dies). After mining the statue, the base will remain, allowing Glommer and Glommer's Flower to respawn at a full moon.

The Pan Flute has a 75% chance to be found near the Statue.


Hollow Stump
The Hollow Stump is found only in a Deciduous Forest Biome. It is a large stump with a hole, with yarn hanging from its branches and a ball of yarn on the side. It is the home of the Catcoon, which respawns 8 times from it after death (for a total of 9 lives) once every four days.

The Hollow Stump can be destroyed with a Hammer to yield 2 Twigs, 2 Logs, and a chance of another random item, detailed below in the chart.

After the Catcoon living in the Hollow Stump has run out of lives, the stump will go into a "dead" state, which will never spawn another Catcoon and will serve no purpose other than being hammered down for its resources. Despite appearing to be mostly destroyed, a Hollow Stump in this state will drop the same number of items.

Chance
Item
30%
20%
5%
2%
Environment (Continued)
Mini Glacier
When mined, Mini Glaciers will drop Ice and Rocks. They are only at their fullest during the Winter and will begin to melt in the Spring. By Summer, all that will be left is a puddle of water, and the player will have to wait until Autumn for them to slowly begin to freeze again. If exposed to a heat source (such as a Campfire) Mini glaciers will melt, reducing down to the puddle state. Once the heat source is gone, and if the ambient temperature is low enough, the Mini Glacier will freeze again. It will return to the maximum state allowed by the current temperature. When mined, Mini Glaciers make a different sound from boulders.

Additionally, Mini Glaciers will appear next to Pengull breeding grounds during Winter, making them a renewable resource.



Burrow
A Burrow is a naturally occurring object that randomly spawns in Grassland Biomes. Moleworms will spawn at Dusk and Night from Burrows and start roaming around the area, looking for minerals and other ground-based items to store inside the Burrows.

Burrows can be dug up with a Shovel to randomly yield Rocks, Flint, Nitre, and Gold Nuggets. When dug, Burrows will also drop any item stolen by Moleworms as long as there weren't more than 50 of them.

If a Burrow is dug up, the Moleworm that inhabited it will make a new one after some time. This makes Burrows renewable as long as the Moleworm is not also killed. If a Moleworm is killed, the Burrow will spawn a new Moleworm, in the same way Rabbit Holes spawn Rabbits.



Tumbleweed
Tumbleweeds can be found in the Desert biome tumbling around, often in groups. Catcoons can also spit up Tumbleweeds. When the player is near a Tumbleweed, it will make an almost musical sound.

The player can harvest a Tumbleweed and get any of the loot items listed below. This list includes Gems and other previously non-renewable items, now making them renewable. Note that food items gathered from Tumbleweed are not always fresh.

The following items may appear after a Tumbleweed has been harvested:
Drop Chance
Items
40%
Cut Grass and Twigs
1%
Petals, Gord's Knot, Beefalo Wool, Berries, Blueprint, Dark Petals, Hardened Rubber Bung, Hound's Tooth, Stinger, Gears, Foliage, Silk, Butterfly Wings, Rope, Cut Reeds and Seeds
0.5%
Frazzled Wires and Gnome
0.33%
Jet Feather, Crimson Feather and Azure Feather
0.1%
Rabbit, Moleworm, Bee, Frog, Spider, Bone Shards and Mosquito
0.04%
Blue Gem
0.02%
Red Gem, Beard Hair, Orange Gem and Green Gem
0.01%
Yellow Gem and Purple Gem



Birchnut Tree
Birchnut Trees are found mainly in Grasslands and Deciduous Forests. When chopped, they will yield 1-3 Logs and up to 2 Birchnuts, depending on the season.

If cut in its prime (the largest form) it will yield 2 Birchnuts in Autumn (colored leaves), 1 in Spring and Summer (green leaves), and no Birchnuts in Winter (leafless). Standing under one offers moderate wetness protection from Rain, and slows Overheating.



Cactus
A Cactus is a form of flora and can found only in the Desert biome. Cactus Flesh can be harvested from the Cactus at the cost of 6 Health. Wearing armor will decrease the amount of damage taken. When harvested it will drop Cactus Flesh during any season, but only in Summer will it drop its flower.

Cacti cannot be dug up with a Shovel. The player will have to wait for them to regrow in 3 days to be able to harvest them again. Unlike most other plants, Cacti can grow back during winter, unaffected by the cold.



Cactus
During Spring, Moose/Goose will wander off to lay an egg. The egg radiates electricity and can be struck with a Hammer 4 times to cause it to hatch, otherwise if the Moose/Goose is left alone, it will hatch on its own. Each strike with the Hammer deals 10 damage to the player. A Weather Pain can be used to hatch the egg from a distance without taking damage. 5 Moslings will hatch from the egg and attack if the player gets too close.

Once the Egg hatches, the small nest will remain behind, giving Moose/Goose the possibility to lay another Egg. At the end of Spring, both the egg and the nest will despawn.




Hound Mound
Usually a Hound Mound is surrounded by lots of Bones and other mounds; this makes the place dangerous as players may be killed easily by numerous Hounds in a short time.

They have 300 health and drop 3 Hound's Teeth with a 1% chance each of dropping a Blue or Red Gem when destroyed.
Biomes
Bridges
Bridges are rare tiles that spawn over the ocean, forming long narrow strips of land that connect larger landmasses. The turfs underneath cannot be moved with a Pitchfork.







Chess
The Chess Biome is a terrain that can be distinguished by its Checkerboard and Carpeted Flooring. Marble Trees, Marble Pillars, Harp Statues, and Maxwell Statues can all be found in this biome, being limited but abundant sources of Marble. Meanwhile, Flowers are replaced by Evil Flowers, which will quickly drain Sanity if the player is near them. Clockwork Knights, Clockwork Bishops, and a Clockwork Rook can be found on a Chess biome as well.



Forest
Forest is a biome designated by dark green ground and lot of Trees. In addition to Trees, Boulders, Graves and Spider Dens can be found. The trees can either be Pine Trees or Lumpy Evergreen Trees.
The forest biome is the most prone to Fire and the spawning of Treeguards, due to the number of Trees in close proximity.

Forests can be found as whole islands, in the center of a Marsh, or as small portions of other islands, typically near the center. It is also possible to find other biomes in the center of a forest biome.



Grasslands
Grasslands are a common Biome found in the world. They are generally safe areas with many types of useful resources. The player always spawns in a Grassland upon entry to a world, whether it be a small, zigzagged patch of green or a whole biome. Grasslands often mingle with areas of Forest and occasionally Marsh.

Grasslands are characterized by their green Grass Turf and scattered Evergreens, Grass Tufts, Saplings, Carrots , Flowers, and Berry Bushes. Flint can also be found on the ground occasionally. Beehives and Pig Villages are commonly found on Grassland terrain. Rabbit holes appear sparsely in Grasslands, as do Ponds which spawn Frogs. Butterflies are commonly found here due to the abundant Flowers.

The primary dangers in Grasslands are Spider Dens (which are typically spread out) and Killer Bee Hives, which can sometimes be found in in dense formations along with regular Beehives and many Flowers.



Graveyard
A Graveyard (or Cemetery) is found in one of the Forest patches of a world's Mosaic Biome with a layer of fog covering the ground. It contains numerous Graves (with and without Headstones) and often has Gold Nuggets lying on the ground. There are few Trees in this biome and occasionally a few Boulders.

Graveyards are a good source of Gold Nuggets for players just starting out. Any Gravedigger Items acquired from digging up Graves can be traded to the Pig King for even more Gold Nuggets. Graves can sometimes contain Red Gems, Gears, etc, but digging too many Graves at once will reduce a player's Sanity level significantly.



Marsh
The Marsh (commonly referred as Swamp) is one of the Biomes in the game and the place where Marsh Turfs are abundant.

Marsh is considered the most dangerous of all Biomes for its native Tentacles, which attack without provocation, and Merms which, while only hostile at close proximity, present a danger when camping in or near marsh areas. Spider Nests appear frequently in the Marsh, which normally leads to confrontation with other mobs. As a result, players can take away lots of loot after their wars end.

It is recommended to keep moving and stay on the roads to avoid being attacked by the marsh's hostile inhabitants. Tentacles cannot spawn on roads, which makes them useful when moving around. A player can find Reeds randomly scattered across the area, which can also rarely spawn outside of the Marsh/Swamp biome.

Marshes are also the only locations to find Tentacles, Spiky Trees, Spiky Bushes, and Rundown Houses.



Mosaic
Mosaic biomes are typically restricted to one per map (though they also tend to be rather large), and contain a random patchwork of all other biomes within them. A signature of the Mosaic biome is the presence of lakes (several small holes of ocean), identical to the edges of islands, in the appearance of a circular shape or other obscure polygon.

Naturally spawned Rocks and Flint can be found lying on the ground. Mosaic is also the only place in which Graveyards and Cobblestones can be found, aside from the Metal Potato Thing Set Piece.

Mosaic biomes would make excellent homes, if not for the uncommonness of signature biome benefits, such as Tallbirds and Beefalo, due to the considerably small area of each biome region.

Mosaic biomes' main Turf is Forest Turf with some small patches of Marsh Turf, Rocky Turf, Savanna Turf, and Turfless ground that are spread in the entire biome.



Ocean
Currently, the ocean acts as a barrier, and during Winter, a place for Pengulls to spawn before they hop onto shore. No living thing can cross the ocean, even flying mobs like Batilisks.

Objects that are situated on the coast very close to the ocean may drop their items in the ocean, and aside from bugged objects, they will fall into the water with a splash and be unretrievable.



Roads
Roads can be found throughout the world. Walking on Roads allows the player and most in-game mobs to move 50% faster.

Roads are different from Cobblestones and cannot be dug up. Cobblestones are Turf items, craftable by the player, that act like Roads when placed on barren land. These can be dug up and replaced using the Pitchfork. A road's speed boost can be stacked with the Walking Cane and Magiluminescence.

Trail (commonly referred to as Path) is a retextured, transparent version of the Road. Likewise, it gives the same speed boost to players that are moving on it.
Trails are displayed differently than Roads on the map. Identical to Roads, they cannot be dug up as Turfs, though the ground directly beneath can still be dug up. They appear more frequently than Roads and may also lead the players to Things, Pig Villages or Ponds.

Roads appear dark-grey on the map, while Trails appear light-brown.



Rockyland
Rockylands tend to have few things growing on them, although the occasional Evergreen Tree, Sapling, or Grass Tuft may sneak in on the edge. Redbirds and Snowbirds do not spawn here, only Crows.

This is one of the native habitat of Tallbirds and their Nests. In addition, Boulders are plentiful and the ground is covered with a combination of Rocky Turf and barren turf.

Rarely, there is a branch of this biome which is infested with Spider Dens packed together, making travel quite dangerous. Gold Nuggets may also be found on the ground in this biome branch.




Savanna
Savanna (also referred to as Plains) is a Biome rich with Grass and Mobs, while containing little flora. It is the only known Biome to spawn Beefalos, but it is also host to many Rabbits, Redbirds and Crows. Spider Dens may also rarely appear. Flowers are sometimes found, which spawn Butterflies.
While many Grass Tufts grow on this terrain, Evergreens don't spawn on a Savanna. However, it is possible to manually plant Trees in a Savanna.
Hound Attacks
Warning
When a Hound attack is imminent, snorting and growling sounds will be heard. These sounds start off softly and grow louder as the Hounds approach. Characters will also call attention to these sounds with phrases such as, "Did you hear that?". Usually, these warnings appear at least twice before the Hounds come. When the Hounds appear, the growling sounds will be replaced with the very real running and panting sounds Hounds make as they charge.

Character Warnings:
  • Wilson: "Did you hear that?"
  • Willow: "Show yourself!"
  • Wolfgang: "I hear puppies!"
  • Wendy: "The hounds are baying."
  • Wickerbottom: "Something is approaching."
  • WX-78: "SOMETHING IS COMING."

Behavior
Hounds in general are very aggressive, easily distracted, and will attack all creatures on sight.
Hounds will immediately charge the player when they spawn from a Hound attack. Unlike regular Hounds, they will not be distracted by any Meats on the ground because of their strong aggro on the player. After a while, they can become distracted again and may attack other Mobs or eat Meats.

If a Hound's target is completely surrounded by Walls, they will attack the Walls in an attempt to break them down. If there is even a single hole in the chain of Walls, the Hound will run around towards the entrance.

Fighting
Hounds will bite as soon as they are in range and pause for a slight moment before and after each chomp. It is possible to dodge their bite and then strike twice during the pause, although this proves difficult when multiple Hounds are attacking. Wearing an item that slows the player, such as the Marble Suit, will greatly increase the chance of being bitten.

Once a Hound executes an attack, successful or not, it may stop to bark. When they do this, their A.I. will change targets to the nearest Mob/Meat. If they attack a Mob that fights in a group such as a Beefalo, they can quickly be dispatched.

Attack Frequency
The default attacks escalate until they are too dangerous to fight alone. Custom Hound attacks are constant.

After the second attack, there is a chance that some of the Hounds will be Red Hounds in the Summer and Blue Hounds in the Winter. The chance of those varieties appearing increases with the day.

Default setting
Next attack
Hounds
Advanced Warning (secs)
Day 0 - 13
6 - 12 days
2
120
Day 14 - 24
6 - 12 days
3 - 4
60
Day 25 - 49
4 - 10 days
4 - 6
45
Day 50 - 99
4 - 10 days
4 - 7
30
Day 100+
3 - 7 days
7 - 10
30

Custom setting
Next attack
Hounds
Advanced Warning (secs)
Never
-
-
-
Less
6 - 12 days
3 - 4
60
More
4 - 10 days
4 - 6
45
Lots
3 - 7 days
5 - 7
30

Strategy
  • For a few Hounds (2-3), the player should be able to defeat them simply with a Spear, Log Suit, and Football Helmet. A player can even tank the damage when kiting is not an option.
  • Hounds are easily distracted. As such, many strategies involve leading Hounds into other Mobs. Their reckless attacks will usually be their end.
    • Lead Hounds into a Marsh. The resident Tentacles, Merms, and Spiders can aggro on the Hounds, who will then retaliate. This can also be a good way to get Tentacle Spikes, Hound's Teeth, Tentacle Spots, and Monster Meat, and other goodies.
    • Lead Hounds to groups of Frog Ponds. When a Frog is attacked, Frogs will swarm from nearby Ponds to attack the Hounds. Red Hound explosions cannot destroy Ponds, so no resources are at risk. Frogs do not eat Meats, so you can recover all loot including any Frog Legs the Hounds did not eat.
    • Neutral Treeguards can be very effective against Hounds. Large and medium Treeguards will kill Hounds in one hit. Beware of Red Hounds; they can set Treeguards on fire, who in turn can wander around and set other things on fire.
    • Lure Hounds to a Killer Bee Hive or attack a Beehive and gather a swarm of Killer Bees. The Bees may take a while to change targets if aggroed by the player, but will prioritize Hounds that have attacked them.
    • Lead Hounds to Beefalo and run through the herd until one gets bit, the herd will kill them if they can.
  • Leaving any type of Meat on the ground can distract Hounds that are chasing you. The Hound will do its attacking animation when it eats, but you won't take any damage if you are nearby.
  • One can create a walled-off area with an entrance filled with Tooth Traps. Incoming Hounds can be funneled through the entrance, killing off most, if not all. A Fire Pit and other supplies can be kept inside for night attacks. You can never have too many Tooth Traps at the entrance.
  • Some more places or creatures one can lead Hounds to are Spider Dens, Spider Queens, Pigs, and Lureplants. Keep in mind that Red Hounds may burn down any nearby structures or resources.
Killing a Spider Queen
Kiting
The Queen is slow, so it is possible to attack her in the pauses between attacks. Always kill the hatched Spiders/Spider Warriors, though, before attempting to attack the Queen again. As always, good armor and weapons help a lot. If fighting without armor, having a couple of traps set around to kill the spawned spiders is a good idea. However, the Spider Queen can drain your sanity completely within thirty seconds, so it is advisable to keep your distance somewhat.

Pigs
Lure the Queen to a Pig Village, and let the Pigs attack her. Due to the hit & run combat behavior of Pigs, the Queen and her spawned Spiders have trouble hitting them. As long as the Spiders she hatches are kept away from the Pigs, they should kill her quite quickly. This method also can prevent serious sanity drain.

Swamp Tentacles
If there happens to be a swamp nearby, lead the Queen to the swamp and over the Tentacles as they attack pretty much everything that passes by. Expect about 3-5 destroyed Tentacles in the process.

Beefalo
If you can find a herd of Beefalo in heat, and get the Queen close enough to them for at least one Beefalo to target it, the whole herd will eventually join in on the Queen. The Beefalo will not eat the meat dropped like pigs do. However, due to the fact that Beefalos don't use a kite method of attack like pigs, the Queen will stand her ground and be able to kill at least 3-4 Beefalos single-handedly.

Spiders
If the player has a Spiderhat, it is possible to gather spider allies from Spider Dens and order them to attack the Queen. This is very useful for when you have low health.

Bees
Lure the Queen to a Killer Bee Hive, as the Bees and Killer Bees have the same kiting technique as Pigs do. When a Killer Bee attacks the Queen, and she strikes back, all nearby bees will become aggressive to the Queen. You can also capture and trap bees using a Bug Net and release them near the Queen. Bee Mines are another option to ensure that the bees will attack her, though they are more costly to craft than the net.

Lureplant
If there is a Lureplant that has produced a meat lure or a Leafy Meat, it is possible to have the Spider Queen follow the player and, if any, her Spiders and Spider Warriors toward the Lureplant. The Lureplant's many Eyeplants will attack any of the spiders, including the Spider Queen, that come within their range of attack. Because Eyeplants are able to respawn, they will pop up elsewhere and be able to continue attacking as long as Spiders are within their radius. Also, since the Lureplant itself is not capable of attacking or defending itself, it won't be seen as a threat and attacked. Eyeplants will continue to reappear when destroyed, until the Spider Queen dies and no Spiders are left. The only catch is, once the Spider Queen is killed by the Lureplant, the player must destroy it in order to obtain all the items that the Spider Queen has dropped upon death (if those were consumed).

Blow Darts
This is the easiest way to defeat the Spider Queen. Make 13 Blow Darts and shoot the Spider Queen as fast as possible, without letting her or her Spiders catch up to you.

Gunpowder
The Spider Queen can be easily killed by freezing her with the Ice Staff and placing 5 gunpowders near her, then lighting them up and finishing her off by spear. If you kill her by placing 6 gunpowders, all you will get from her is just ash and Cooked Monster Meat, because of the fire damage as a result of the explosion.
Killing Krampus
  • One of the simplest ways to kill Krampus is to lure him to a Pig Village. The Pigs will automatically be aggressive towards it.
  • The player can kill Krampus in direct combat. One can use a ranged weapon such as a Boomerang or Blow Dart to strike Krampus from afar and get his aggro (much like a Koalefant).
  • One can also put Krampus to sleep with a Sleep Dart or Pan Flute, then proceed to melee it with a Spear or Tentacle Spike.
  • If the player keeps track of their naughtiness level, they can set a trap for the Krampus before its arrival. The player can place a Chest with a few dummy items and surround it with Bee Mines. The Krampus should approach the Chest, trigger the mines, and die from the Bees. A player without mines can also directly engage Krampus while it is busy with the chest.
  • One of the most popular ways of spawning Krampi is to kill many, many Rabbits. Their single naughtiness point allows a player to keep track of their naughtiness level, and they can be carried to remote locations or Krampus traps.
  • A Chest full of Killer Bees can be an effective trap for Krampus. Krampus will become attracted to the Chest, proceed to destroy it, and let out all the Bees, who will attack Krampus.
  • Items can be taken back from Krampus if it runs into some Frogs: their tongue attacks will make Krampus drop its stolen items (if they do not kill him outright), which can be picked up at will.
  • If a Krampus is led to a Tallbird Nest, the Tallbird will attack it to defend its territory. The player can fight alongside the Tallbird since they do not change their target until the original invader is killed or leaves.
  • If one is hunting for a Krampus Sack, the Fire Staff will work quite well. Fire is effective against Krampus, and the sack does not burn. Krampus' other drops will be turned to ash, but since they are common drops, this is not a big deal.
Killing Deerclops
Behaviour
Deerclops wanders the landscape during Winter, typically finding the player eventually if they're in its path. Its approach is signaled by a deep moaning and growling sound (similar to the way Hounds are signaled), which the character will eventually comment on. After that, the ground will begin to shake due to Deerclops' heavy tread. Unlike Hounds, Deerclops will not follow the player wherever they go, to spawn. Once the first moan is heard, the player can move away and with luck avoid the encounter altogether.

Deerclops has an attack in which it will either swipe or pound the floor at its current target. Both animations have the same effect, damaging all mobs and structures within a radius of about 2.5 berry bushes. It usually does not immediately target the player upon arrival, having an "aggro distance" toward any mob it gets close to. Deerclops first tries to target the closest structure to the player at time of being "released" (i.e. spawned); if no structure is close enough to the player, then the player is targeted instead (although this tends to be rare). Deerclops will in general not target walls, unless the object or mob Deerclops is aiming to destroy is behind a wall. Often, walls and other structures or mobs nearby may suffer collateral damage anyway, despite what Deerclops may target. This is the reason walls don't stand up well to a Deerclops.

Deerclops aims to destroy all structures and then leave. Note that the only structures counted are the ones targeted by Deerclops directly - collateral damage is not counted, meaning many more structures may be destroyed before Deerclops is "done". Naturally, if Deerclops is aggroed by the player or other mobs, it will hang around to take care of them first, before continuing to destroy structures or leave.

It is possible to stay out of the way as it passes by. However, Deerclops can easily ravage the structures in the player's camp, with Pig Houses and Rabbit Hutches being especially costly. If Deerclops collapses (dies) close enough to structures, it will damage or destroy them due to collapsing on top of them.

Hunting
Deerclops can be kited, a process by which the character dodges its attack, strikes back once, and then dodges out of range again multiple times. You must time your attacks with Deerclops animation, and strike it only one time in an opening, as its long and wide ranged melee attack is hard to dodge even with a mighty Wolfgang's speed. Its high health means this will take time, however, and the character's Sanity will drop quickly. Armor should be worn when attempting this as Deerclops can kill most characters in two strikes. Two or three Log suits and Football helmets should be enough to mitigate some damage, and around 10 pieces of Jerky should be enough to heal from some damage. A Walking Cane and timed clicking can increase your ability to dodge his attacks in between your blows, and give you a speed boost to run away if you need to heal or escape. Deerclops' attacks will freeze the player after two hits, so intentionally tanking attacks is not recommended.

Deerclops doesn't sleep during the night but can be put to sleep by a Pan Flute or Sleep Darts. Fire Darts or the Fire Staff are also effective, although it will take several hits to kill it, and this may result in the loot it drops turning to Ashes, in which case you will get 8 cooked meat but no Deerclops Eyeball. Deerclops can also be frozen and then attacked from behind.

Deerclops can be easily killed by using the Snurtle Shell Armour. Before it strikes, hide in the shell, then unhide and strike between its attacks. A quick method, if the player happens to have a lot of Tooth Traps, is to lead Deerclops to an open area covered in the traps. As with other aggressive creatures, it will walk towards the player without avoiding the traps. It'll take 67 sprung traps to kill Deerclops, but the player can kite it to speed up the process.

Alternatively, Deerclops can be lured to fight other creatures. It does a wide-area cleave-style attack that can damage several surrounding targets at the same time. For example, if Deerclops were lured to a group of Beefalo, it will hit several at the same time and cause them to attack. It's advised to have an Ice Staff in this situation, as Deerclops can make quick work of a small to medium Beefalo herd. Using the staff on it as it prepares to strike, will stun it and cancel its attack, protecting the Beefalo in the process. Treeguards will also fight Deerclops and are very effective. Walrus Camps can also be used: MacTusk can dodge Deerclops nicely and eventually kill it.

Another way to kill Deerclops involves having a neutral Treeguard in your backyard. Guide Deerclops into some trees to destroy them, then let the Treeguard handle him. Using the same tactic as the beefalo will result in the Treeguard killing the Deerclops

The quickest method of killing Deerclops requires Gunpowder and a Torch. Gunpowder deals about 200 damage, so 20 of these would instantly kill Deerclops. Place the gunpowder, 19 in a stack, as close as possible to Deerclops (it's recommended to freeze or put it to sleep to hold it still). Then light the gunpowder with a torch and run. For Deerclops' remaining health, hit it with non-fire weapons. Only 19 stacks of gunpowder should be used, since the player presumably wants fresh loot.

Alternatively, Deerclops can easily be lost by moving a good distance away, or jumping into a Worm Hole. After losing interest in you it will find something else to smash. A Bush Hat will keep the character hidden if necessary.

Below is the number of hits it takes with each weapon to kill Deerclops when playing with characters with a default damage modifier. The Weather Pain is not included due to the random nature of its projectile.

Weapon
Num of hits
Fishing Rod, Bug Net
942
Lucy the Axe
296
Shovel, Pitchfork, Hammer, Torch, Umbrella, Walking Cane, Willow's Lighter
224
Axe, Pickaxe, Golden Axe, Golden Pickaxe, Boomerang
148
Pick/Axe
132
Spear
118
Bat Bat
96
Ham Bat
68-136
Morning Star
56 or 94
Slurtle Slime, Tentacle Spike
80
Battle Spear
78
Thulecite Club, Tooth Trap
68
Dark Sword
60
Blow Dart, Fire Dart, Fire Staff
40
Gunpowder
20
Old Bell
4

Important Information
Deerclops, now the giant of Winter, gains the ability to freeze others, including the player. It will take two hits from Deerclops to freeze something, the first hit will turn the NPC/player blue and the next one will freeze it. This makes certain tactics, involving the use of neutral mobs such as Pigs or Bunnymen, ineffective.

Deerclops can attack up to four times in a season by default (with 0, 2, 8, and 10 attacks for other world configuration options, respectively). Deerclops will attack in (season length - 1)/(number of attacks) days (2.8 days by default, for an attack near the end of day 30)
Killing Bearger
Bearger is one of the giants in the Reign of Giants DLC. He appears during Autumn; looking for food to eat (including stashed food). Bearger is particularly attracted to Bee Boxes. He can only be satisfied by eating 10 Honey, after which he'll fall asleep. However, he'll choose to fight the player over eating honey when aggroed.

Bearger will attack nearby mobs and eat any food off the ground, destroying trees in his path as he moves about. If he happens upon a Chest, he'll rummage through it, tossing items to the ground, while eating any food he finds inside it. When there is no food in the area, Bearger will passively follow the player.

Bearger's 'aggro' range is small, but approaching him directly will cause him to attack. Otherwise, picking up food that he wants to eat will upset him and he'll issue a "warning growl". The second time that this happens, he'll issue another warning growl. Stealing his food a third time will aggro Bearger and he'll attack.

Bearger has two 'different' close-range attacks. He slams the ground with his front paws, creating a shockwave that will demolish structures, fell trees, and uproot plants in a large area. This attack does more damage at the point of impact. With the second attack, Bearger will stand on his hind legs and swipe with his front paws (up to three times), then slam the ground once. Bearger will pursue a target that runs away from the battle, destroying trees and structures in its path, then slamming the ground when he catches up.

When killed, Bearger drops 8 Meat and 1 Thick Fur, which can be used to craft the Hibearnation Vest and the Insulated Pack.

Behaviour
Bearger will use a swipe attack at close range, dealing damage and knocking the weapon out of the player's hand. Bearger's swipe will deal damage in the same range as his melee range. Once Bearger has used 3 swipes or after he has chased the player, it will slam the ground. This also knocks the weapon out of the player's hand and destroys objects around it. Bearger's slam attack also has the same range as his melee range.

Strategy
Melee
There is enough time to attack Bearger 2-3 times before having to dodge, except after he uses his slam, as a swipe comes right after. Equipping at least a Log Suit and Football Helmet is recommended.

Note that
  • Weapons can get knocked into the water if fighting him near an ocean.
  • Fighting him in melee could drain up your sanity in a few minutes, this will cause Shadow Creatures attacks, especially when it gets dark.
  • If a sleeping Bearger is woken up, he will yawn. This causes nearby mobs and players to fall asleep (DST)

Nuke
One of the fastest ways to deal with any boss is a Sleep Dart/Pan Flute and Old Bell/Gunpowder combination. Use Gunpowder to bring Bearger down to 200 health, then you can easily take it down from there with 2 Blow Darts and still get its loot. The Old Bell on the other hand, can be used thrice after 30 gunpowder to finish it off while still obtaining its loot. While it may seem easy to take it down, it is hard to obtain these items. For example, the Old Bell requires the Glommer to be found and killed.

Poisoning
Unlike other bosses, the Bearger eats whatever he sees, and is affected by poisonous food such as Red Mushrooms or Monster Meat. So, you can get him to eat poisonous food and he will eventually get himself weakened or maybe killed.

One way is to attract him into the Marsh by attacking him. He will easily get attacked by the native creatures there (e.g. Tentacles), and eat a considerable amount of Monster Meat. Each piece of Monster Meat dealing 20 damage, plus the attack damage, will kill him soon.

Notes
  • Armors are optional, but still recommended for safety.
  • The Bearger will not attack the Spider Dens. This means there will still be Spiders after the battle. So if you want the looted Meat, you should avoid getting him killed near Spiders, because they will eat the Meat quickly.
This is one of the easiest ways to slay him, since:
  • No extra preparation is needed.
  • The process can be paused at any time. You can leave him there and return home for a rest, and come back sometime later. (Since entities far enough from the Player are paused.)

Other
Another way to easily kill Bearger is to lure it into a forest and let it destroy some Trees until a Treeguard spawns.

When lit using a fire staff or a fire dart, Bearger will run around, not attacking the player. Because of this, lighting the beast on fire a number of times can be a good way to deal damage without much risk.

Below is the number of hits it takes with each weapon to kill Bearger when playing with characters with a default damage modifier. The Weather Pain is not included due to the random nature of its projectile.
Weapon
Num of hits
Fishing Rod, Bug Net
1410
Lucy the Axe
442
Shovel, Pitchfork, Hammer, Torch, Umbrella, Walking Cane, Willow's Lighter
354
Axe, Pickaxe, Golden Axe, Golden Pickaxe, Boomerang
222
Pick/Axe
198
Spear
178
Bat Bat
144
Ham Bat
102-204
Morning Star
84 or 140
Slurtle Slime
120
Tentacle Spike
118
Battle Spear
116
Thulecite Club
102
Tooth Trap
100
Dark Sword
90
Blow Dart, Fire Dart, Fire Staff
60
Gunpowder
30
Old Bell
6

Important Information
Bearger no longer despawns, and will not attack if you approach him. Instead, it will hibernate during Winter and Spring, during which time it will take less damage and will not drop any Fur Tufts. During Summer and Autumn, it behaves as usual and takes normal damage. It will periodically drop a Fur Tuft. Additionally, its Ground Pound attack has a 20% chance of dropping three Fur Tufts. If put to sleep and then attacked, he will yawn, causing all players on screen to also yawn and then subsequently fall asleep. Bearger will then attack the player who aggroed him.
Killing Moose/Goose
Moose, also known as Goose, is one of the four giants. Moose/Goose can appear 2–4 days into Spring, if more than three base structures have been built relatively close to each other (Science Machine, Lightning Rod, Crock Pot, etc.). The giant will disappear when Summer arrives.

The Moose/Goose takes 4 blasts from the Ice Staff to be frozen, and takes 1 Sleep Dart to be put to sleep. When killed, the Moose/Goose will drop 6 Meat, 2 Drumsticks, and 3 to 5 Down Feathers.

If left alone for roughly 1 day after it arrives, a Moose/Goose Egg will spawn, which will hatch into 5 Moslings. Moslings won't grow into a Moose/Goose, but when attacked, they will let out a cry, spawning another Moose/Goose. Note that a Frog Rain could potentially spawn another Moose/Goose, if the Frogs attack the Moslings. When a Mosling is slain, all Moslings will become enraged and use a whirlwind attack that attracts lightning to them, attempting to strike the player.

When the player is a considerable distance away, Moose/Goose will jump towards the player, making a honking sound. When in close range, Moose/Goose will make a charging animation and buck the player with its antlers. It's possible to hit it three times before the animation starts, and twice during the animation. When Moose/Goose bellows a particularly loud honk, the player will drop whatever they are currently holding in their hand. Moose/Goose will destroy player structures, though not nearly as bad as Deerclops, with his area-of-effect attack.

Strategy
Melee
Moose/Goose will make a warning animation once it spots the player, becoming aggressive towards them. She will proceed to slowly hop towards the player. When in range, she will attempt to buck the player. After every third swipe, she will honk, knocking the player's weapon out of their hands. Due to her slow movement, and slightly slow attack, she can be fought the same way as Deerclops, using a 3-hit kite method. Another option is to tank all the damage with a Football Helmet and Log Suit, eliminating the need to kite.

Nuke
One of the fastest ways to deal with any boss is a Sleep Dart/Pan Flute and Old Bell/29 Gunpowder combination. Use 29 Gunpowder to bring Bearger down to 200 health, then you can easily take it down from there with 2 Blow Darts and still get its loot. The Old Bell on the other hand, can be used thrice after 15 gunpowder to finish it off while still obtaining its loot. While it may seem easy to take it down, it is hard to obtain these items. For example, the Old Bell requires the Glommer to be found and killed.

Beefalo
Alternatively, since Moose/Goose lacks an area-of-effect attack, it can be lured into a herd of Beefalo during mating season. Since it can only strike one at a time, losses to a large herd will be minimal. The player can also use friendly pig men, but they will eat the meat after it is killed.

Below is the number of hits it takes (with a default damage modifier) to kill Moose/Goose. The Weather Pain is not included due to the random nature of its projectile.
Weapon
Num of hits
Fishing Rod, Bug Net
1410
Lucy the Axe
442
Shovel, Pitchfork, Hammer, Torch, Umbrella, Walking Cane, Willow's Lighter
354
Axe, Pickaxe, Golden Axe, Golden Pickaxe, Boomerang
222
Pick/Axe
198
Spear
178
Bat Bat
144
Ham Bat
102-204
Morning Star
84 or 140
Slurtle Slime
120
Tentacle Spike
118
Battle Spear
116
Thulecite Club
102
Tooth Trap
100
Dark Sword
90
Blow Dart, Fire Dart, Fire Staff
60
Gunpowder
30
Old Bell
6

Important Information
There will be several Moose/Goose nesting sites created at world generation (up to nine, but some may fail to be placed). Each Spring (except on Spring or Winter starts, unless you restart the game after day 27 in Spring), 50% (or 0%, 25%, 75%, 100% of them for other world configuration options, respectively) of these will be occupied after 0.5-1.5 days, rounding up. Eggs will be laid 0.25-0.5 days after arrival, and hatch 2 days after being laid.
Killing Dragonfly
Dragonfly is one of the four giants. It spawns during Summer. When killed, Dragonfly drops Scales and 8 Meat.

Behaviour
When hit, the Dragonfly will enrage and do a large "ring of fire" AOE attack after squeaking; any Campfires or Endothermic Fires caught in the attack will be fueled up and Mobs will be set on fire. Otherwise it will do a swipe attack that can't be kited unless the player has at least a 75% speed boost. When enraged, it engulfs itself in flames and deals constant fire damage to anything nearby, while also setting flammable objects on fire. After being left alone for a while, Dragonfly will calm down and revert to his normal form. Attacking with any ranged attack seems to provoke it into using his area attack, making it easier to get away.

Strategy
Dragonfly will stay neutral for as long as it is not attacked or approached. It will spit lava on various objects turning them to Ashes, which it then eats. When Dragonfly has consumed 20 or more Ashes, it will fall asleep.

When attacked or the player gets too close, it enters his "enraged mode," lighting everything in his path on fire. During rain, this mode doesn't last as long, and if frozen, Dragonfly will immediately return to his calm state when it thaws (barring player proximity). It thaws almost instantly, though, so the old bell and ice staff combo is not the best of ideas. When it gets in range of his target, it uses a swipe attack while moving forward. When contact has been made, it will slam the ground three times, creating a ring of fire with each impact. This attack will set objects on fire, causing massive AoE damage.

A Tentacle Spike or better is recommended when fighting Dragonfly, as well as two Football Helmets and two Log Suits. The AoE ground slam can deal enough damage to instantly kill some characters. Hit-and-run tactics will allow two strikes from the player while it is using this attack. A very cold Thermal Stone will likely be needed during this fight, to avoid Overheating.

One of the easiest ways to deal with any boss in Don't Starve (including Dragonfly) is a Sleep Dart/Pan Flute and Old Bell/138 Gunpowder combination. Not only does the 138 Gunpowder instantly bring Dragonfly down, but since it is immune to fire damage, the explosion will not destroy any loot.

Another effective way to deal with Dragonfly is by dropping 20 Ashes. After this, it will start flying toward the pile and then inhale those Ashes. Before long it will stumble into a deep sleep. At this point, the 138 Gunpowder listed above will finish it off.

The Old Bell can be used to weaken it. Placing three or four piles of Ashes on the ground and ringing the Old Bell as Dragonfly comes for them is a very effective way to get it to stay put as Bigfoot approaches.

Treeguards or any type of monster with large amounts of health seem to be able to fight Dragonfly and deal noticeable damage. Refrain from luring it to areas with Beefalo or Pigs, as tempting as it may be, as it will simply kill them all in 1-2 attacks.

If unable to apply the above strategies, try to lure the Dragonfly to a Swamp (or run to a Swamp after hearing its "incoming attacker" growl). Merms have a faster move speed and Tentacles generally hit Dragonfly first (unless caught in the AoE). You can bait the Dragonfly toward the Tentacles by dropping Ashes . Even if the Merms and Tentacles can't defeat it, they can at least be used to weaken or distract it. Every time it kills any hostile monster, it will be reset to a calm state, making it easy to escape.

Below is the number of hits it takes with each weapon to kill Dragonfly when playing with characters with a default damage modifier. The Weather Pain is not included due to the random nature of its projectile.
Weapon
Num of hits
Fire Dart, Fire Staff, Tooth Trap
Immune
Fishing Rod, Bug Net
6471
Lucy the Axe
2023
Shovel, Pitchfork, Hammer, Torch, Umbrella, Walking Cane, Willow's Lighter
1618
Axe, Pickaxe, Golden Axe, Golden Pickaxe, Boomerang
1012
Pick/Axe
899
Spear
809
Bat Bat
648
Ham Bat
463-917
Morning Star
635 or 381
Slurtle Slime
550
Tentacle Spike
540
Battle Spear
518
Thulecite Club
463
Dark Sword
405
Blow Dart
275
Gunpowder
138
Old Bell
28

Important Information
The Dragonfly doesn't spawn or despawn during summer. Instead, she is present year-round in a special set piece in the Desert. When fought, she will get stunned for ten seconds if she takes more than 1250 damage within a five-second period. While stunned, if she takes 2500 damage, she will drop scales. This can be easily achieved by dropping two piles of gunpowder, one of 7 and one of 13, close to each other, then freezing or putting the Dragonfly to sleep next to them and lighting the stack of 7. The stack of 13 will smolder and trigger the scales to drop. Afterwards, she cannot be stunned for another 60 seconds, and requires an extra 250 damage to be stunned again (this stacks each time). However, subsequent stuns cannot drop extra scales, but causing the Dragonfly to respawn (by leaving the arena or killing she) will reset all of her stats and allow for additional scales to drop again.

During the fight, when the Dragonfly reaches 80%, 50%, or 20% health, it will also move away from the player toward lava pools, spawning lavae. Lavae will attack the players, and if all are killed, the Dragonfly will become enraged. The dragonfly also increases its freezing threshold by two each time it is frozen, and has four added to the threshold when enraged. If the player leaves the dragonfly arena, the Dragonfly will fly away and respawn one day later. If the Dragonfly is killed, it will respawn 20 days later.
Surviving Winter
In addition to the three basic things you need to keep up to stay alive (hunger, health, sanity), and to the task of avoiding getting killed, in winter your temperature becomes an issue. Fire will warm you, but going away from fire too long will lower your body temperature. If it dips below 5, you get cold (visual indicator, edges freezing), if it gets below 0, you start losing health.

Insulation
Heat Source
Temperature
Duration
Willow's Lighter
5
10 mins
Torch
5
75 sec (affected by rain)
Small Character Fire
50
6 sec
Medium Character Fire
65
8 sec
Large Character Fire
80
10 sec
Small Character Fire
70
3 - 30 sec
Medium Character Fire
120
10 - 30 sec
Large Character Fire
180
15 sec
Burning Evergreen
220
15 sec
Campfire / Firepit level 1
70
variable (affected by rain)
Campfire / Firepit level 2
120
variable (affected by rain)
Campfire / Firepit level 3 / Star
180
variable (affected by rain)
Campfire / Firepit level 4
220
variable (affected by rain)
Thermal Stone Stage 1
-20 - 0
variable
Thermal Stone Stage 2
0 - 25
variable
Thermal Stone Stage 3
25 - 40
variable
Thermal Stone Stage 4
40 - 50
variable
Thermal Stone Stage 5
50 - 60
variable

Item
Insulation
Slot
Rabbit Earmuffs
60
Head
Dapper Vest
60
Chest
Breezy Vest
60
Chest
Winter Hat
120
Head
Tam o' Shanter
120
Head
Beefalo Hat
240
Head
Puffy Vest
240
Chest
Magnificent Beard
0 / 15 / 45 / 135
Face

To mitigate losing temperature fast, you can wear protective clothing. Such as Winter Hat, Tam o'Shanter and Beefalo Hat.

Another easy (cheap) way to lower the freezing rate is a thermal stone. Warm one near a fire (even holding it and standing near a fire works), you'll get cold slower.

As you figured out, the biggest problem with cold is that it makes it harded to stay away from your camp for a long time. A solution could be to have everything you need close to your camp. Have a lot of berry bushes, crock pots, drying racks, twigs, grass, and trees. Being near to rabbit holes (in combination to a boomerang or traps) can get you food as well. As a lot of food sources don't regrow during winter (Berry Bushes, Farms, Etc) you should use them to stack food up during Autumn, it isn't however goo to use them as a main food source. Good food sources for winter are as follows:
  • Build yourself a Birdcage and trap a Bird
  • Get a Crock Pot
  • Kill Spiders for Silk, Monster Meat and Spidergland
  • Feed caged bird with cooked monster meat to get 3x eggs
  • Combine these 3x eggs with one monster meat in crockpot (cooked or uncooked doesn't matter) and get meatballs
Now you have enough reserves to only need a small amount of daily food intake to survive. A few rabbits, one koalefant, a beefalo or two... will do.

One pitfall: when killing innocent creates (birds, rabbits), your naughtiness goes up. Kill enough on a small timescale, and Krampus appears...
Hatching a Tallbird Egg
A Hatching Tallbird Egg is a Tallbird Egg that has started to hatch after being placed near a Campfire or Fire Pit for at least 10 seconds. Hatching takes roughly 3 days and, when hatched, it will turn into a Smallbird. The Hatching Tallbird Egg can be eaten, providing the player with 23 Hunger and 5 Health, and cooking it over a fire produces Fried Tallbird Egg.

Hatching
The hatching egg feels comfortable during the Day and Dusk, but at Night it becomes cold and needs to be placed by a fire to be kept warm. If it is not kept warm at night for as long as 30 seconds it will freeze and turn into a Wet Goop. On the other hand, if placed by a fire during the
Day it will become too hot and after 30 seconds will become a Cooked Morsel. Eggs are neither cold nor hot next to a fire during the Dusk. The player can safely pick up the Egg and move it to avoid the Egg becoming cooked or gooped. However, it will not continue hatching unless it is on the ground. During winter the egg cannot be placed away from fire during the day without becoming cold.

Tips
  • It will not reset the hatching process if picked up, so don't worry about moving it around.
  • Pigs, like Spiders, can and will eat this as a Food source, followed by a comment "mmm, beaky".
  • The Smallbird will grow into a Smallish Tallbird after 11 days.
  • The Smallish Tallbird will grow to an adult after another 11 days.
  • The full-grown Tallbird will have the same aggressive behavior as any other Tallbirds.
Silk Farming
Very Basic Trap Farming
Silk can be easily farmed using a Trap. Spiders and Warrior Spiders will not make any attempt to avoid traps or obstacles, so the player can safely lure them to follow and lead them straight into the trap. The spider will be instantly killed and will drop its loot once the player picks up the trap.

Mega Ultra Silk Spamming Tactic
Another good tactic for farming a lot of silk is to firstly kill a tier 3 Spider Den or Spider Queen to obtain a Spider Eggs, which will allow the player to place a tier 1 Spider Den anywhere. Now proceed to place the spider den in the middle of a large Pig village near camp, so whenever a spider spawns from the den, the Pigs will instantly attack and kill it, leaving the loot on the ground to be picked up whilst ignoring the den itself. A good example of this is pictured. The only thing to watch out for is the Monster Meat - the Pigs will eat it if the player doesn't pick it up fast enough.
Spider Dens should be destroyed ideally as soon as they reach tier 3, unless the player is well-equipped or wants a Spiderhat. As tier 3 dens drop Spider Eggs, this will enable the player to reset the silk farm without having to deal with a Queen.
Lureplant Farming
The Meat Bulb, also more commonly known as the Lureplant, is a hostile plant which is so named for its behavior of dangling meat to attract prey. When it is ready to produce a lure but no meat is available, it will produce Leafy Meat as a lure instead. This lure, along with any other meats the Lureplant may use as bait, may be harvested by unequipping any weapon such that the option to "harvest meat" appears instead of "attack". When a meat is successfully harvested from a Lureplant, all Eyeplants will disappear, and the bulb will revert to a "just planted" look. The bulb will not display another meat until it is capable of producing Eyeplants, 2 days later. If a Lureplant dangles the same lure for more than the time it takes for the lure to spoil, harvesting it will give nothing. The player can hit the Lureplant to make it retract its empty tendril, and soon, it'll come out again with a fresh Leafy Meat. During Winter, Lureplants will withdraw their roots and Eyeplants, producing no lures.

Killing the Lureplant will also allow the player to collect the Leafy Meat, in addition to any items the Lureplant has collected in its inventory, provided they have not yet been digested. Additionally, a Lureplant will always drop a Fleshy Bulb after death, which may be replanted on any valid terrain. The Lureplant's bulb itself does not possess any offensive or defensive capabilities, relying instead on the Eyeplants surrounding it for protection and sustenance.

Eyeplants cannot emerge from man made turfs, rocky turfs, or spider creep. This makes Leafy Meat farms viable if bulbs are planted near a great deal of turf that Eyeplants cannot grow on.
Nightmare Fuel Farming
Beardlings
If a character's Sanity decreases below 40% of their maximum (80 for most characters and varies for WX-78 based on the upgrade level), all Rabbits change into Beardlings and can be killed to gather Nightmare Fuel (along with Monster Meat and Beard Hair). An easy way to do this is by trapping a large number of Rabbits and then lowering Sanity to below 40%, after which they can all be murdered all at once while in inventory. However, be careful, as this is liable to trigger the Krampus by advancing the player's naughtiness level beyond the threshold.

Killing Shadow Creatures
Alternatively, Nightmare Fuel can be acquired by killing Crawling Horrors and Terrorbeaks. Crawling Horrors are easier to deal with than Terrorbeaks; the latter don't appear until Sanity is very, very low, so it's possible to kill Crawling Horrors one at a time.

Evil Flowers
A safer and simpler way to get Nightmare Fuel is to capture Bees with a Bug Net and then release them at an Evil Flower patch, which can be found where the Things. This will eventually cause more Evil Flowers to spawn, and their petals can be crafted into Nightmare Fuel.
The Night Hand
Night Hands are Shadow Creatures that extend from the darkness at night. While not directly attacking the player, Night Hands will attempt to put out fires. Up to 3 Night Hands can spawn at the same time. Their appearance is also marked by a music box playing, which layers as more Hands appear on-screen.

When stepped on, Night Hands will shrink away from the player (with a small insanity aura at -40/min). Once far enough into the darkness, a Night Hand will disappear and the music box will stop playing, though usually the player has to briefly be in total darkness to chase it away. If the player stokes their fire after the Night Hand appears, it is possible to see the "end" of the night hand. Forcing the Night Hand to shrink away until its wrist is touching its "end" will kill the Night Hand.

If not taken care of, a Night Hand (or more) can easily take out a small fire, reducing 50% of the fire's strength each. Night Hands do have the potential to actually put out a fire if this occurs; however, it is somewhat rare, and the more hands that appear, the less they can damage a fire (1 Hand = <60% per hand. 3 Hands = <30% per hand).

If the fire is at its highest strength, then it is unlikely that even three hands can completely snuff it out, so a potential tactic is to max the fire and stand near to max it out again after the attack, although this burns quite a few resources and does not get rid of the Night Hands. A second fire nearby "cancels" Night Hands altogether for the night. A Miner Hat does the same, as does placing Fireflies around the base.

Occasionally, even when sanity is over half full, the Night Hand still appears.
FAQ (Waiting for Questions)
Q1. Who is Mr. Skits

A1. Mr. Skits is a small, serpent-like creature that will watch the player from afar. He also appears above Obelisks when they are raised or lowered, flying into them. If the player attempts to reach Mr. Skits, he will turn and slither away, disappearing from the screen. He may then reappear elsewhere.

Mr. Skits may also flicker on the screen for a fraction of a second, then disappear. Mr. Skits will only appear if the sanity level of the player is below 82.5%. He cannot attack, nor can he be attacked. His only purpose is to remind players of their sanity level and provide a scare.
Facebook Community !
Join the facebook community set up teams, show off your bases, help the new players and so much more! We even plan to hold many competitive events, where PvP stomps and surviving the longest will earn you cash! Click here to be sent to the Facebook Community![www.facebook.com]

171 Comments
The_Metronome 4 Nov, 2024 @ 7:41am 
Ham Bat has armor stats. Also, a lot of Together content is missing.
The Jamie  [author] 17 Nov, 2023 @ 7:33pm 
@Aelie added :)
The Jamie  [author] 17 Nov, 2023 @ 7:32pm 
@CrispyPancetta
I added a "New Starter Guide - Day 1-5" section, please let me know what you think
Ninja Gaijin 26 Oct, 2023 @ 3:35am 
FAQ - like the person below, what is a good thing to do to start?
CrispyPancetta 11 Mar, 2023 @ 12:25am 
This is a great reference guide, but as a new player is there any guide out there that helps me know what I actually need to do? I am so confused by the game. What do I do say days 1-5?
rynix 23 Sep, 2022 @ 10:56pm 
THANK YOU SO MUCH
Yuriy 10 Mar, 2022 @ 12:54am 
you should add to 'Thermal Stone' - that durability can be restored by using a sewing kit. (1 sew restores any %durability% of Thermal back to 100%) =^.^=
jeff the gardener 10 Aug, 2021 @ 1:31pm 
So much info! :steamthumbsup:
Baarko 20 Jul, 2021 @ 9:48pm 
I was thinking about making an absurdly long and comprehensive guide to DST, but it looks like I've been beaten to it.
Jerkules 2 Jul, 2021 @ 11:41am 
Holy smokes this guide is long, props to the person that made it.