Warp Totem: Farm
| Warp Totem: Farm | |
|---|---|
| Type | Crafted Item |
| Recipe | Foraging Level 8 |
| Sell Price | 20g |
The Warp Totem: Farm is the escape hatch. Wherever the farmer happens to be, one of these puts them back on their own land at once, which makes it the most used totem on most saves. Foraging level 8 teaches the recipe, and the ingredients are mild enough that a Bee House and a patch of weeds keep a chest full of them. Its real value shows at the end of a long day underground, when the clock is creeping towards two in the morning and collapsing means losing gold and waking up tired. More of these are handed out than any other totem: the Casino sells them, the Museum rewards them, the Movie Theater's crane machine drops them, and a Blobfish pond makes them in batches.
Recipe
Reaching Foraging level 8 teaches the recipe. Each one takes a single Hardwood, one Honey and twenty Fiber. The Honey is the only ingredient that needs planning. A Bee House fills with Honey on its own every few days, so one or two of them tucked beside the farmhouse quietly supply the whole stack. Fiber comes from slashing weeds, and a scythe pass across an untidy corner of the farm covers several totems at once.
Ready-made ones come from a long list of places. The Casino in Calico Desert sells them for a thousand tokens each. Donating eighty items to the Museum pays out five. A Blobfish Fish Pond at high population has a small daily chance of producing five at a time. The crane machine in the Movie Theater can drop one in any season. Treasure rooms in Skull Cavern sometimes hold a pack of five, and the Island Trader swaps five Taro Roots for one. Mystery Boxes hold one to three, a Golden Mystery Box holds three, and the Trout Derby hands out three as a prize.
These are the ingredients one batch needs.
| Name | Image | Amount |
|---|---|---|
| Hardwood | 1 | |
| Honey | 1 | |
| Fiber | 20 |
Use
Right-clicking the totem in the inventory plants it, and the farmer appears outside the farmhouse. The totem is consumed.
The deep floors of the Mines and Skull Cavern are where it matters most. Walking back up through a dozen levels costs more time than the loot is worth, and staying out past two in the morning means passing out, with a fee and a tired start the next day. One totem turns the whole problem into a single press. The same trick works from Ginger Island, from the far side of the desert and from the Pirate Cove, so a long expedition can end wherever it finishes rather than wherever the exit happens to be.
It also saves the walk home after an evening in town. A night at the Stardrop Saloon, a late delivery to Robin or a trip to the Wizard's Tower all end with a quick jump back instead of a plod across two maps in the dark.
Variants
The other warp totems in the game, with what each one takes and where the recipe comes from.
| Name | Image | Ingredients | Recipe |
|---|---|---|---|
| Warp Totem: Beach | Hardwood (1), Coral (2), Fiber (10) | Foraging Level 6 | |
| Warp Totem: Desert | Hardwood (2), Coconut (1), Iridium Ore (4) | Desert Trader for Iridium Bar (10) | |
| Warp Totem: Island | Hardwood (5), Dragon Tooth (1), Ginger (1) | Volcano Dwarf for 10,000g | |
| Warp Totem: Mountains | Hardwood (1), Iron Bar (1), Stone (25) | Foraging Level 7 |
Notes
The Return Scepter does the same thing for ever, but Krobus asks two million gold for it in the Sewers. Until that is affordable the totem is the only way to warp home, and many farmers keep crafting them even afterwards to hand to visiting players. On Ginger Island the Farm Obelisk serves the same purpose from the island side, and repairing it hands over a free Warp Totem: Island into the bargain.
Because so many of them arrive as rewards, the crafted one often sits unused in year two. Anyone who banks Casino tokens or finishes the Museum quickly can end up with a drawer full before Foraging level 8 even arrives.
All Crafting
Every entry in this group, with its key details.