Unique Items¶
Check the name before relying on the familiar shape. A syringe, a lobster and an RF clacker can each make an ordinary errand much more interesting here.
Find its use¶
Crafting supplies recipes and stations. Wildlife has the species catalog. For the Apprentice's expensive equipment, read the full air-support or SOS instructions before committing it.
Read a meal or medicine's effects before combining it with another, then use /fx to inspect your current condition. A Fun Landmine is a harmless confetti surprise. A MENTALS Device retains real explosive danger alongside its watery performance. Their names are worth distinguishing.
Gold-pressed Latinum¶
Gutting a Latinum Emperor can supply this unusual drink. Maximum health falls to 80 during its one-hour effect. It regenerates health and halves fire and explosive damage. Some bullet hits send damage back to the shooter while still hurting the drinker; do not mistake that return for protection from the original shot.
Berry harvests can yield extra black raspberries, while wheat and hemp can yield
Catnip. Another drink refreshes the hour. Disconnecting does not pause the
countdown or regenerate health offline; death, a restart or a wipe ends these
custom effects. Use /fx to inspect the visible benefits and remaining time.
Food & Drink¶
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Blackmuzzle Tea¶
A bitter blackberry-and-catnip brew that keeps wolves from closing in for twenty minutes.
Acquisition: Crafted through the Blackmuzzle Tea recipe.
Use: Drink it to keep wolves at a distance for 20 minutes.
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Bone Broth¶
A nourishing stock, also used as the base ingredient for other cauldron meals.
Acquisition: Cooked in a wood-fired Stew Cauldron through the Bone Broth recipe.
Use: Consume one serving. A nourishing stock, also used as the base ingredient for other cauldron meals.
Nutrition: Calories: 100, Health: 15, Hydration: 80
Effects: A nourishing stock, also used as the base ingredient for other cauldron meals.
Limits: Death or disconnect ends temporary meal effects. Separate meals keep their own clocks; another serving refreshes its own effect rather than multiplying it.
Durability or charges: One serving is consumed per use; failed effect admission leaves the food intact.
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Bread Dough¶
A rough dough kneaded from wheat and eggs for baking in a Bread Hearth or Bread Oven.
Acquisition: Crafted through the Bread Dough recipe.
Use: Bake it in a Bread Hearth or Bread Oven.
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Fish Stew¶
Strong warmth, 3% faster swimming and 5% less oxygen use for 30 real minutes.
Acquisition: Cooked in a wood-fired Stew Cauldron through the Fish Stew recipe.
Use: Consume one serving. Strong warmth, 3% faster swimming and 5% less oxygen use for 30 real minutes.
Nutrition: Calories: 500, Health: 15, Hydration: 125
Effects: Strong warmth, 3% faster swimming and 5% less oxygen use for 30 real minutes.
Limits: Death or disconnect ends temporary meal effects. Separate meals keep their own clocks; another serving refreshes its own effect rather than multiplying it.
Durability or charges: One serving is consumed per use; failed effect admission leaves the food intact.
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Hannibal's Hearty Stew¶
A hostile wildlife hunt lasting 15 real minutes. Each credited animal kill heals 15 health and adds 2% damage, capped at 30%.
Acquisition: Cooked in a wood-fired Stew Cauldron through the Hannibal's Hearty Stew recipe.
Use: Consume one serving. A hostile wildlife hunt lasting 15 real minutes. Each credited animal kill heals 15 health and adds 2% damage, capped at 30%.
Nutrition: Calories: 100, Health: 15, Hydration: 80
Effects: A hostile wildlife hunt lasting 15 real minutes. Each credited animal kill heals 15 health and adds 2% damage, capped at 30%.
Limits: Death or disconnect ends temporary meal effects. Separate meals keep their own clocks; another serving refreshes its own effect rather than multiplying it.
Durability or charges: One serving is consumed per use; failed effect admission leaves the food intact.
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Live Lobster¶
A Live Lobster can pinch while carried. Keep duct tape or rope in main inventory, belt or worn storage to secure its claws; backpack contents alone do not supply that protection. Tape is not consumed, while rope is spent on each unsecured lobster. Check the feedback after moving the catch, since handling can release its ties.
Use its Gut inventory action for Lobster Meat. The underwater salvage notes cover the seabed work around these catches.
Acquisition: Recovered as a live lobster.
Use: Gut it through its inventory action.
Durability or charges: Gutting consumes one live lobster. Produces lobster meat.
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MENTALS Candy¶
Named candy used to make a MENTALS Device.
Acquisition: Found in salvage on land and underwater.
Use: Eat it through the ordinary candy action, or reserve one for the MENTALS Device recipe.
Limits: No additional custom candy reaction is defined; the explosive device is a separate crafted item.
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Pookie Stew¶
Friendly cosmetic critters and a passing deer parade for 5 real minutes. Ordinary Pure Warming Tea nutrition, warmth and minimum-temperature benefits apply at their usual strengths and separate durations.
Acquisition: Cooked in a wood-fired Stew Cauldron through the Pookie Stew recipe.
Use: Consume one serving. Friendly cosmetic critters and a passing deer parade for 5 real minutes. Ordinary Pure Warming Tea nutrition, warmth and minimum-temperature benefits apply at their usual strengths and separate durations.
Effects: Friendly cosmetic critters and a passing deer parade for 5 real minutes. Ordinary Pure Warming Tea nutrition, warmth and minimum-temperature benefits apply at their usual strengths and separate durations.
Limits: Death or disconnect ends temporary meal effects. Separate meals keep their own clocks; another serving refreshes its own effect rather than multiplying it.
Durability or charges: One serving is consumed per use; failed effect admission leaves the food intact.
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Pork & Beans¶
Fills your calorie bar and heals 2 health per second for 10 seconds.
Acquisition: Cooked in a wood-fired Stew Cauldron through the Pork & Beans recipe.
Use: Consume one serving. Fills your calorie bar and heals 2 health per second for 10 seconds.
Nutrition: Calories: Fills calorie bar, Health: 15, Hydration: 125
Effects: Fills your calorie bar and heals 2 health per second for 10 seconds.
Limits: Death or disconnect ends temporary meal effects. Separate meals keep their own clocks; another serving refreshes its own effect rather than multiplying it.
Durability or charges: One serving is consumed per use; failed effect admission leaves the food intact.
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Royal Jelly Tea¶
A floral white-berry tea that makes bee swarms ignore the drinker and renders their stings harmless for ten minutes.
Acquisition: Crafted through the Royal Jelly Tea recipe.
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Scavenger's Stew¶
Multiplies rare authored artificial-reef finds by 2 and oxygen use by 0.5 for 30 real minutes; sharks may notice you.
Acquisition: Cooked in a wood-fired Stew Cauldron through the Scavenger's Stew recipe.
Use: Consume one serving. Multiplies rare authored artificial-reef finds by 2 and oxygen use by 0.5 for 30 real minutes; sharks may notice you.
Nutrition: Calories: 100, Health: 15, Hydration: 80
Effects: Multiplies rare authored artificial-reef finds by 2 and oxygen use by 0.5 for 30 real minutes; sharks may notice you.
Limits: Death or disconnect ends temporary meal effects. Separate meals keep their own clocks; another serving refreshes its own effect rather than multiplying it.
Durability or charges: One serving is consumed per use; failed effect admission leaves the food intact.
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Shulgin's Stew¶
Private visual sequences, warmth and comfort for 8 game hours.
Acquisition: Cooked in a wood-fired Stew Cauldron through the Shulgin's Stew recipe.
Use: Consume one serving. Private visual sequences, warmth and comfort for 8 game hours.
Nutrition: Calories: 350, Health: 15, Hydration: 200
Effects: Private visual sequences, warmth and comfort for 8 game hours.
Limits: Death or disconnect ends temporary meal effects. Separate meals keep their own clocks; another serving refreshes its own effect rather than multiplying it.
Durability or charges: One serving is consumed per use; failed effect admission leaves the food intact.
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Sunny Tea¶
A sweet honey, apple, and orchid tea that improves crop genetics, harvesting, and comfort for twenty-five minutes.
Acquisition: Crafted through the Sunny Tea recipe.
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Tiger Piss¶
A vile vodka, catfish, and cactus brew that makes big cats stalk without attacking for twenty minutes.
Acquisition: Crafted through the Tiger Piss Tea recipe.
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Vegetable Stew¶
Warmth and comfort for 30 real minutes. Below 50% health, recovers you to 60% health and adds 2 health per second for 10 seconds.
Acquisition: Cooked in a wood-fired Stew Cauldron through the Vegetable Stew recipe.
Use: Consume one serving. Warmth and comfort for 30 real minutes. Below 50% health, recovers you to 60% health and adds 2 health per second for 10 seconds.
Nutrition: Calories: 350, Health: 15, Hydration: 200
Effects: Warmth and comfort for 30 real minutes. Below 50% health, recovers you to 60% health and adds 2 health per second for 10 seconds.
Limits: Death or disconnect ends temporary meal effects. Separate meals keep their own clocks; another serving refreshes its own effect rather than multiplying it.
Durability or charges: One serving is consumed per use; failed effect admission leaves the food intact.
Keys & Access¶
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Architect's Key¶
A discoverable access item associated with Service Doors.
Use: Carry it while testing a recognized Service Door; it is an admission item, not a destination menu.
Limits: Does not reveal routes, waive local access knowledge, or turn a Service Door into a combat escape.
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Hall Pass¶
It isn’t what you think it is.
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Ruined Map¶
Damaged field salvage carried by an unusual Wanderer specialist.
Acquisition: Carried by an unusual Wanderer.
Machines & Home¶
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Bicycle Generator¶
A stationary pedal generator assembled from scavenged electrical and drivetrain parts.
Acquisition: Crafted through the Bicycle Generator recipe.
Use: Mount it and pedal to generate power.
Limits: Produces power only while pedaled and drains calories and hydration; sprint pedaling increases both output and drain.
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Bread Hearth¶
A stone fireplace remodeled into a dedicated bread oven.
Acquisition: Crafted through the Bread Hearth recipe.
Use: Burn wood to bake Bread Dough.
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Bread Oven¶
A small furnace rebuilt as a dedicated wood-fired bread oven.
Acquisition: Crafted through the Bread Oven recipe.
Use: Burn wood to bake Bread Dough.
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Chemistry Lab¶
A learned utility recipe for a functional chemistry workbench.
Acquisition: Crafted through the Chemistry Lab recipe.
Use: Deploy it and combine reagents to make experimental products.
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Combustion Sensor¶
A seismic sensor rewired to relay combustion pulses.
Acquisition: Crafted through the Seismic Fire Sensor recipe.
Use: Deploy and wire it as an electrical sensor for nearby recognized combustion activity.
Limits: Responds only to the active combustion catalog and relay limits; it is not a universal entity detector.
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Electrochemistry Bench¶
A specialized chemistry and electrical-work station.
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Groundwater Pump¶
A powered utility that extracts groundwater where placement rules allow.
Acquisition: Crafted through the Groundwater Pump recipe.
Limits: The site must have usable groundwater; connect power after placing it.
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Improvised Water Catcher¶
A patched rain collector assembled from scavenged tarps, adhesive, rope, and a propane tank frame.
Acquisition: Crafted through the Improvised Water Catcher recipe.
Use: Place it outdoors to collect rain.
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Mail Terminal¶
A deployable terminal for receiving and sending island mail.
Use: Deploy a Mail Terminal to send and receive parcels.
Limits: Pay the postage and choose a survivor whose own terminal has room for the parcel.
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Oil Tap¶
A refinery conversion that pumps crude from a powered tap assembly.
Acquisition: Crafted through the Oil Tap recipe.
Use: Deploy it and connect 25 power to pump crude oil.
Limits: Requires 25 power and a suitable placement; output varies around its usual production.
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Recycler¶
A compact recycler cabinet for owner-controlled utility bases. It runs at lower efficiency than full-size recyclers, but remains useful for safe at-home recycling.
Acquisition: Crafted through the Personal Recycler recipe.
Use: Deploy it as an owner-controlled personal recycler, then provide the required power.
Limits: Current deployed efficiency is 40%, current access is owner-only, and 5 power is required.
Durability or charges: It can take damage while deployed and during pickup; it needs power to work.
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Stew Cauldron¶
A wood-fired cooking station for cauldron meals.
Acquisition: Crafted through the Stew Cauldron recipe.
Use: Deploy and light it with wood, then select a batch in its cooking interface. Recipes are known immediately; carried-only ingredients must remain on you.
Limits: Cooks one batch at a time and pauses when extinguished. Wood lasts 3 times its ordinary burn duration without changing cooking times. Storage and freshwater requirements depend on the selected recipe.
Durability or charges: A reusable station; wood and recipe ingredients are spent per their cooking rules.
Materials & Valuables¶
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Animal Droppings¶
Fertile, pungent shit. I pick it up when the garden needs it, rather than pretend there is a dignified substitute for every farm job. Living animals leave it behind from time to time. The farming and composting notes cover what to do after collection.
Acquisition: Dropped periodically by eligible live animals under the active animal by-product rules.
Use: Put it in the composter for fertilizer.
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Brains¶
Unsettling biological salvage recovered from violent encounters.
Acquisition: Found on some island inhabitants.
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Brindas¶
Physical island service currency.
Store physical currency before taking a risk that does not require it.
Acquisition: Earned as rewards or traded on the island.
Use: Carry and spend the physical notes through services that quote prices in Brindas.
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Entrails¶
Named biological salvage used as a separately identified recipe ingredient.
Use: Supply the exact named Entrails to these recipes: Survivor's Pie, Lecter's Brilliance, Hannibal's Hearty Stew.
Limits: Entrails and ordinary Raw Human Meat are distinct ingredients. Recipes that require both keep them separate; extra Entrails cannot satisfy an explicitly excluded ordinary-meat requirement.
Durability or charges: Recipe crafting consumes the specified stack quantity.
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Gemstones¶
Physical rare-service currency.
Store physical currency before taking a risk that does not require it.
Acquisition: A rare reward from encounters and other discoveries.
Use: Carry and spend the physical stones through the Gem Dealer and participating rare services.
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Synthetic Bait Mass¶
A consumable Chemistry Lab product intended for fishing and bait work.
Acquisition: Created by a successful Chemistry Lab experiment.
Use: Use it as bait.
Medicine & Chemistry¶
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Agaricus frigoripellens¶
A fresh Agaricus frigoripellens helps keep the other food in its container cold. Their spoilage slows to a tenth of the ordinary rate while the mushroom remains fresh. Keep it beside the provisions you intend to preserve, and replace it when it spoils.
Eating it has a different use: true cold can bring warmth and a richer ore harvest. I decide whether I need the outing or the pantry before eating the household's cooling supply.
Acquisition: Look for a blue glow spilling upward from the ground around a mushroom.
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Bloody Elixir¶
For 25–35 real minutes, doubles existing Blood harvest and NPC-kill rewards; bloodless eligible rewards get one 50% chance for one Blood. Natural Wanderer and eligible spoiled-food bait pressure increase.
Acquisition: Crafted through the Bloody Elixir recipe.
Use: Drink one elixir; its ordinary native tea effects also apply. For 25–35 real minutes, doubles existing Blood harvest and NPC-kill rewards; bloodless eligible rewards get one 50% chance for one Blood. Natural Wanderer and eligible spoiled-food bait pressure increase.
Effects: For 25–35 real minutes, doubles existing Blood harvest and NPC-kill rewards; bloodless eligible rewards get one 50% chance for one Blood. Natural Wanderer and eligible spoiled-food bait pressure increase.
Limits: Different elixirs coexist. Another dose refreshes only its own duration and may shorten a random duration. Death or disconnect clears custom effects; native tea modifiers follow their own rules.
Durability or charges: One elixir per drink.
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Chemistry Vial¶
A Chemistry Lab preparation whose effects depend on its ingredients and method.
Acquisition: Created by a successful Chemistry Lab experiment.
Use: Consume it to experience the result of the experiment.
Limits: Each experiment can produce different effects. Read the preparation before trying it somewhere dangerous.
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Lab-Grown Fungus¶
An experimental food from the Chemistry Lab.
Acquisition: Created by a successful Chemistry Lab experiment.
Use: Consume it.
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Lab-Grown Meat¶
An experimental food from the Chemistry Lab.
Acquisition: Created by a successful Chemistry Lab experiment.
Use: Consume it.
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Last Face¶
The face of a recently deceased foe, frozen in the look they gave me. It can turn up among hostile inhabitants' remains, including Sneakers and other Wanderers. I have not found a place in the house where it stops appearing to watch.
Acquisition: Found on some island inhabitants.
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Lecter's Brilliance¶
For 30 real minutes, doubles ordinary animal harvests and existing NPC Brains rewards. Successful hits on live human NPCs spray one through three extra Brains. Wildlife protection applies within 5 metres of actual animal or NPC corpses; animals you attack may retaliate.
Acquisition: Crafted through the Lecter's Brilliance recipe.
Use: Drink one elixir; its ordinary native tea effects also apply. For 30 real minutes, doubles ordinary animal harvests and existing NPC Brains rewards. Successful hits on live human NPCs spray one through three extra Brains. Wildlife protection applies within 5 metres of actual animal or NPC corpses; animals you attack may retaliate.
Effects: For 30 real minutes, doubles ordinary animal harvests and existing NPC Brains rewards. Successful hits on live human NPCs spray one through three extra Brains. Wildlife protection applies within 5 metres of actual animal or NPC corpses; animals you attack may retaliate.
Limits: Different elixirs coexist. Another dose refreshes only its own duration and may shorten a random duration. Death or disconnect clears custom effects; native tea modifiers follow their own rules.
Durability or charges: One elixir per drink.
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Lemmon 714 Pills¶
A sedative for coming down from stew and ordinary mushroom reactions.
Acquisition: Crafted through the Lemmon 714 Pills recipe.
Use: Consume one pill. Ragdoll episodes begin immediately; sleep starts after 30–90 seconds. Stew and ordinary mushroom come-down effects clear on sleep and waking.
Limits: Sleep uses ordinary waking rules. Useful special mushroom effects, native tea buffs and unrelated modifiers are preserved. This custom pill does not provide the ordinary antirad pill's effect.
Durability or charges: One pill per dose; another dose is blocked until the first finishes.
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Mycena cataplectica¶
Give it a moment. The body drops, bad humors thin out, and nearby attention loses the trail.
Acquisition: Look for a red glow spilling upward from the ground around a mushroom.
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Mycena noctivela¶
The veil closes for a heartbeat, then the dark starts drawing outlines for you.
Acquisition: Look for a low lamp glow spilling upward around a mushroom. Blue and yellow wisps sometimes flicker nearby.
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Mycena vestigilucens¶
Tracks wake in the gloom, and the water begins to answer small questions.
Acquisition: Look for a green glow spilling upward from the ground around a mushroom.
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Psilocybe isogradus¶
I look for electrical sparks and dry crackles near the ground, with a damaged camera tucked beneath the mushroom. Isogradus brings hot, quick blood, faster hunger and stubborn wounds; its borrowed speed ends in sleep. Quacky's Quaalude Interlude does not offer a way out of that ending. I would choose somewhere safe before asking the mushroom for the beginning.
Acquisition: Watch the ground for a mushroom throwing off electrical sparks and dry crackles. The damaged camera tucked beneath it may be burning.
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Quikclot Injector¶
Stops active bleeding and prevents further bleeding for 30 seconds without healing or reviving; repeat doses do not extend protection.
Acquisition: Crafted through the Quikclot Injector recipe.
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Snake Catcher Elixir¶
Prevents snake bite damage and venom for 14–32 real minutes. An attempted bite immobilizes its snake while you remain within 5 metres.
Acquisition: Crafted through the Snake Catcher Elixir recipe.
Use: Drink one elixir; its ordinary native tea effects also apply. Prevents snake bite damage and venom for 14–32 real minutes. An attempted bite immobilizes its snake while you remain within 5 metres.
Effects: Prevents snake bite damage and venom for 14–32 real minutes. An attempted bite immobilizes its snake while you remain within 5 metres.
Limits: Different elixirs coexist. Another dose refreshes only its own duration and may shorten a random duration. Death or disconnect clears custom effects; native tea modifiers follow their own rules.
Durability or charges: One elixir per drink.
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Zip Shot¶
A weak improvised syringe assembled from scavenged chemical supplies.
Acquisition: Crafted through the Zip Shot recipe.
Durability or charges: Single medical consumable with effects scaled to half the ordinary syringe values.
Tools & Field Gear¶
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Bear Spray¶
A finite spray deterrent for bears, ordinary world NPCs, Wanderers, and, less reliably, other wildlife.
A deterrent buys distance. Use the distance.
Acquisition: Crafted through the Bear Spray recipe.
Use: Equip and spray a short cone at eligible wildlife, world NPCs, or Wanderers.
Limits: Current range is 12 m in a 45-degree cone. Eligible bears, ordinary world NPCs, and Wanderers flee reliably; other eligible animals have a 50% success chance. Scientists and hazmat-wearing NPCs are immune.
Durability or charges: Each spray consumes 10% of maximum condition.
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Catnip¶
A rare bonus item gathered from natural wild hemp or wild wheat.
Acquisition: Occasionally awarded while harvesting naturally spawned wild hemp or wild wheat.
Limits: Do not assume an intended future animal interaction is active; current code only awards the item.
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Dirty Magnet¶
A magnet-fishing tool for recovering submerged salvage.
Use: Use as the recognized tool for magnet-fishing attempts at eligible water.
Limits: Water and tool eligibility matter, and an attempt does not guarantee useful salvage.
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Diver's Flare¶
An underwater-capable flare for marking a dive route.
Acquisition: Crafted through the Diver's Flare recipe.
Use: Throw or drop it as an ordinary flare; the exact Diver's Flare continues burning underwater.
Effects: Its initial burn lifetime is 2 times the ordinary native flare lifetime; entering water does not extinguish it.
Limits: The multiplier applies to the initial fuse. Throw/drop recovery and plugin reload do not restart or extend an already-burning flare. Ordinary flares retain their own behavior.
Durability or charges: One flare per use, with a finite native fuse.
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Great Stag Musk¶
A wilderness preparation that temporarily changes wildlife reactions.
Neutral is not tame.
Acquisition: Available through active rare loot and rotating Gem Dealer opportunities.
Use: Consume one application to gain temporary wildlife neutrality.
Limits: Attacking wildlife breaks neutrality, and animals already provoked can remain hostile.
Durability or charges: One item is consumed per application; the current effect lasts 60 minutes unless broken by aggression.
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Improved Fishing Rod¶
A fishing rod with stronger reel control, counter-pull and bait affinity.
Acquisition: Crafted through the Improved Fishing Rod recipe.
Use: Equip this rod and fish through ordinary rod casts.
Effects: While using this rod, reel strength increases by 50%, sideways counter-pull by 50% and bait affinity by 50%, subject to the normal combined fishing limits., Each successfully landed rod catch has a separate 1% chance to bring up an extra book, preferably one you have not read.
Limits: Bonuses combine with other fishing effects only up to the normal limits. Extra books require eligible publications and successful delivery. Magnet fishing, traps and explosive fishing do not gain these rod bonuses.
Durability or charges: Uses ordinary fishing-rod condition; spare rods do not multiply the held rod's bonuses.
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Improvised Hunting Knife¶
A battered field knife assembled from a scavenged metal blade and a rough bone-and-cloth grip.
Acquisition: Crafted through the Improvised Hunting Knife recipe.
Use: Use it as a field knife.
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Island Phone¶
A functioning mobile telephone.
Acquisition: Purchased from the appropriate Gem Dealer service when offered.
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Janky Weapon Light¶
An improvised weapon light built from scavenged electrical parts.
Acquisition: Crafted through the Janky Weapon Light recipe.
Use: Fit it to a compatible weapon.
Limits: The light may flicker on its own, when selected, when you jump, or after a hard landing.
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Mysterious Device¶
A carried detector that responds to unusual island signals.
Acquisition: Crafted through the Mysterious Device recipe.
Use: Carry and orient the detector; its pulse rate conveys relative signal distance.
Limits: Provides relative pulses rather than a coordinate list or explicit destination menu.
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Personal Recycler¶
A carried recycler interface for recycling away from a monument machine.
Acquisition: Crafted through the Portable Recycler recipe.
Use: Keep it in inventory and use the portable-recycler command to open a temporary recycling session.
Limits: Current portable efficiency is 20%; the item must remain carried while the session is open.
Durability or charges: The exact item must remain in inventory for the recycling session.
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Propane Lung¶
I can make a Propane Lung from scavenged diving and propane equipment, but I plan the dive around its smaller air supply. It carries half the capacity of an ordinary tank. The recipe is always known at Workbench 1; the dive notes are worth checking before relying on a cheap tank for an expensive journey.
Acquisition: Crafted through the Propane Lung recipe.
Use: Wear it as a diving tank.
Limits: Carries only half the native tank capacity; cold, route length, and recovery still matter.
Durability or charges: Uses native diving-tank behavior with capacity limited to half the native tank.
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Remodeling Hammer¶
A patched-together salvaged hammer used for remodeling and removal work.
Acquisition: Crafted through the Remodeling Hammer recipe.
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Rusty Crowbar¶
A Rusty Crowbar earns its carried weight at a wreck. Eligible timed searches take half as long, down to a one-second minimum. It cannot open a hack requirement or make exhausted salvage refill.
Try magnet fishing, beach detecting, toolboxes and workshop or machinery salvage when looking for one. Extra copies do not make the search faster, so the second is a useful gift for another diver.
Use: Keep it in carried inventory; eligible static-loot interactions take half their authored time, with a minimum of one second.
Limits: Extra copies do not multiply the reduction. It does not skip hack requirements or refill cooldowns.
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Sex Panther Cologne¶
A revolting three-use jungle cologne that persuades certain predators to reconsider eating you.
The name makes a promise the crocodiles did not sign.
Acquisition: Crafted through the Sex Panther Cologne recipe.
Use: Equip and spray it to apply temporary protection from jungle predators.
Limits: Protects against tigers, panthers, and snakes—not crocodiles. Attacking protected wildlife breaks the effect.
Durability or charges: Three sprays per can; one condition point is lost per spray.
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Snow Shoes¶
Webbed winter boots that run quickly over Arctic snow, drag elsewhere, and paddle surprisingly well.
Acquisition: Crafted through the Snow Shoes recipe.
Weapons & Operations¶
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AC-130 Beacon¶
I choose the patch of ground before pressing the RF trigger. The AC-130 will orbit that position and pick its own eligible targets, bringing tracer bursts, shells and sometimes napalm to the area. It can pay considerable attention to structures I meant to keep. The beacon works underground and inside safe zones, but the gunship's protected areas still apply. The AC-130 guide explains its targeting and the ground worth choosing; the Apprentice supplies the beacon.
Acquisition: Buy from the Apprentice at Bandit Camp or Outpost for 30 Gemstones.
Use: Hold it and press primary fire to call an AC-130 to your beacon position. A successful call consumes the beacon.
Limits: Busy airspace or an unavailable service can reject a call. Safe zones and protected monument grounds remain protected even when the beacon is activated there.
Durability or charges: One beacon is consumed only after a successful dispatch; a rejected call leaves it intact.
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AN/PEQ-15 Target Designator¶
I settle the impact area before raising the designator. Its binocular view calls a five-aircraft F-15 formation onto the point I hold through the confirmation. Once the first weapons leave, the aimpoint is fixed. Keep people out of that area. The designator guide covers the approach, confirmation and abort; the Apprentice sells the device.
Acquisition: Buy from the Apprentice at Bandit Camp or Outpost for 20 Gemstones.
Use: Enter binocular view and use MARK/PING. Hold aim until the confirmation beep; an accepted strike spends the charge.
Limits: Target validity, aircraft availability, operation state, and performance policy can reject or defer support.
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BRM-84S "Splash" Rocket¶
A learned specialty rocket with an unusual battlefield effect.
Acquisition: Crafted through the BRM-84S "Splash" Rocket recipe.
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Cloned SOS Beacon¶
I pack for a sustained fight before throwing this signal. The Cloned SOS Beacon draws reconnaissance, a tougher helicopter and possible supporting aircraft into an operation that follows the team's fight beyond the original smoke. A phone or pager lets me hear the intercepted traffic. The SOS guide covers preparing, recognizing the phases and collecting the finale cache before it destroys itself. Buy the beacon from the Apprentice.
Acquisition: Buy from the Apprentice at Bandit Camp or Outpost for 15 Gemstones.
Use: Throw it like a Supply Signal to start an SOS combat operation. It calls an encounter instead of an ordinary supply delivery.
Limits: Encounter placement and state checks still apply; possession is not a guarantee of a safe operation.
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Fun Landmine¶
A harmless party mine that replaces explosive damage with a celebration.
Acquisition: Crafted through the Fun Landmine recipe.
Use: Deploy it as a landmine; its custom detonation produces party effects without explosive damage.
Limits: Fun Landmines are harmless; ordinary landmines still deal damage.
Durability or charges: One mine per detonation.
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MENTALS Device¶
A beancan explosive with confetti and a wetting splash.
Acquisition: Crafted through the MENTALS Device recipe.
Use: Throw it as a native beancan grenade. It deals 70% of native damage and wets exposed nearby players.
Limits: Confetti does not make the grenade harmless. Cover and visibility limit the wetting effect.
Durability or charges: One native grenade per throw; ordinary beancan fuse and dud behavior apply.