Guides

Romestead Tools: Bosses, Buildings, Trade Routes

GuidesRomesteadToolsBossesBiomes

Quick Answer

Use the Romestead tools board when your next problem is practical: search Core Vessel, Crystallized Blood, Empty Pot, Coriander, Radiant Pilum, recipes, boss prep, five-biome routes, seven god choices, building upgrades, Logistics Tent automation, Quarry/Concrete chains, Trading Post routes, seed tests, fishing food routes, and co-op roles before spending rare goods or automating exports.

Version focus Romestead Early Access launch build, May 2026

Romestead Tools

Plan Items, Recipes, Bosses, Biomes, Gods, and Co-op Roles

Search the current Early Access planning data, mark saved checks, and open the route that matches today's blocker.
Romestead Hub
1237 entries
items - 668 item checksItem Database

Search category, station, source, recipe, known uses, and saved checks before spending rare goods.

Open this when an item name is the blocker.
building - 324 route rowsComplete Settlement Lookup

Search buildings, enemies, bosses, gods, quests, costs, drops, unlocks, and save checks before committing a route.

Best when the blocker is a name you found in town, combat, a shrine, or a quest panel.
recipe - 248 recipesCrafting Recipes

Filter station, inputs, output category, known uses, and current-save checks before crafting.

Strongest for Blacksmith, Leatherworker, Bakery, Carpenter, Pottery, Philosopher, and work-order routes.
automation - 21 checksAutomation Route Checks

Search Logistics Tent setup, production chains, local links, and stop rules before exports or repeat orders move important goods.

Use this when automation or Trading Post routes are the blocker.
altar - 22 checksAltar Unlock Checks

Search offering requirements, altar levels, unlock rewards, and first-copy rules before spending rare goods.

Use this when a god, offering, or sacrifice route is the blocker.
resource - 8 checksResource Automation Checks

Search Quarry, Lumber, Clay, manual transport, and automation readiness before scaling a supply route.

Use this when hauling or station output is the blocker.
boss - Plains first boss - 225 HP (+70 per extra player)Guardian of Minerva

Flint Gladius or Hasta, full Leather Set, healing or buff food, and a clear return plan.

Store first Guardian drops before crafting, offering, or trying to farm the armor slot.
boss - main progression second boss - 500 HP (+33 per extra player)Cyclops / The Eye

Bring a serious Desert route kit: upgraded weapon, stronger armor, healing food, route markers, and a plan to exit with drops.

Because the route and rewards are high-impact, check the current build before spending Cyclops materials.
boss - Desert boss - 500 HP (+80 per extra player)Pyzifax

Prepare for a Desert boss route with food, armor, and enough inventory space for named drops.

Do not turn Grapes or Wine into routine trade goods until first boss-drop copies are stored.
boss - Volcano boss route - 1200 HP (+100 per extra player)Great Phoenix of Arabia

Bring late-game food, fire-pressure gear checks, repaired weapons, and a co-op loot rule before breaking the altar.

Do not trigger the Volcano altar casually; losing late food and gear on a scouting route can stall the town.
boss - Vulcan boss route - 1800 HP (+33 per extra player)Talos Prototype

Bring late weapon and armor prep, repair materials, strong food, and a clear loot keeper.

Do not craft with Core Vessel or Talos parts until the gear, shrine, and co-op spending plan is clear.
boss - Gallery boss route - 400 HP (+33 per extra player)Medusa

Bring food, repaired gear, and enough inventory room to keep Mirror out of exports.

Store Mirror before crafting, offering, selling, or exporting it.
boss - Orcus temple boss route - 700 HP (+33 per extra player)Di Inferi

Bring repaired gear, route food, and a return plan before entering the temple.

Do not spend rare gear or food trying to farm this row until the reward loop is worth it.
biome - safest starter biomePlains

Basic tools, food, light source, and empty space for Stone, Lumber, Flint, Wheat, and Cabbage checks.

Build the storage core, crafting row, Farmstead route, and first boss prep before pushing outward; a central town near water, coal, and biome borders can cut hauling time.
biome - material and orchard routeForest

Axe, food, storage space, and a plan for dense terrain before placing large farms.

Use Forest as support, not a reason to abandon the Plains food and storage loop; dense terrain can make town layout and hauling worse.
biome - first major difficulty jumpDesert

Upgraded weapon, armor, water/food support, route markers, and empty space for Desert crops or materials.

Treat Desert as a planned expedition after the Plains settlement can feed itself.
biome - unfinished or risky current-build routeSwamp

Strong food, light, a short scout plan, and enough inventory space to separate unknown materials.

Store first copies and avoid building a long-term loop until the current build makes Swamp value clear.
biome - late danger routeVolcano

Upgraded gear, strong food, route markers, and a group plan if playing co-op.

Store first copies of unknown materials and avoid crafting blind.
god - wisdom / first boss routeMinerva

Use Guardian's Eye and first-boss progress to restore early construction and crafting routes.

Store Guardian drops before spending them; Minerva progress can overlap with gear, altar, and recipe checks.
god - agriculture / food routeCeres

Prioritize Ceres when Wheat, Farmstead, Bakery, crop production, or citizen food is the current blocker.

Ceres objective counts can differ by save state; check your altar before spending the last Wheat, Cabbage, Olives, Pine Nuts, Mint, or Bay Leaf.
god - hunting / nature routeDiana

Use Diana-style offerings when hunting, hides, wool, bows, leather, or ranged pressure is the blocker.

Do not drain food or hide supplies if the town still needs citizen food and armor basics.
god - war / defense routeMars

Use Mars when bones, weapons, armor, defensive pressure, or ballista-style town defense becomes the blocker.

War offerings can compete with gear crafting, so store first-copy weapons and monster drops.
god - trade / speed routeMercury

Use Mercury for Market, trade, travel, speed, University/Trading Post route leads, and resource-flow problems.

Trading Post research is late; protect food and first-copy materials before automating routes.
god - citizen / beauty routeVenus

Use Venus when potions, accessories, happiness, citizen utility, energy, or decoration choices solve the current town problem.

Citizen or beauty routes should not outrank food, storage, and defense if the town is already unstable.
god - forge / construction routeVulcan

Use Vulcan when Stone, Quarry, metals, walls, forge upgrades, or construction pressure blocks progression.

Coal, Copper Bar, and crafted gear may be offerings or crafting inputs; check both before spending.
god - shared planning ruleShrine placement

Reserve a visible shrine or temple space near roads, but away from cramped storage lanes.

A shrine area can shape upgrades later, so do not bury it in a throwaway corner.
god - shared save ruleCo-op offering rule

Hold rare materials until you understand the god, cost, reward, and group priority in the current build.

Never spend the only copy of an unknown boss material just to test a menu.
building - first-campStorage Core

Put basic build goods near crafting, food near farms or kitchens, rare goods away from exports, and trade goods in their own lane.

Starter layout choice Use the current storage option or clear drop zone your build exposes first Later Logistics Tent routes should feed storage categories, not a single messy pile.
building - first-campWorkbench

Place it where the first town will actually work, because the Workbench is how the Town Core and early building flow begins.

Starter craft before creating a town Check the current starter recipe in your save After Logistics is unlocked, the Workbench can open the Logistics view for output-to-input links.
building - first-campTown Core

Place it only after you know where storage, the first road spine, farms, and defense can fit.

Craft from the Workbench Check current Town Core recipe before placing No direct automation, but every later route depends on this town area being readable.
building - first-campAltar

Reserve a visible shrine spot near the road spine without blocking storage, farms, or cart lanes.

Build after creating a town Check current Altar cost and god objective in your save Keep offering goods out of cooking, Market, and Trading Post routes until the Altar check is done.
building - stable-nightsMaterial Storage

Build near the main production lane so Workbench, Blacksmith, Carpenter, Quarry, Clay Pit, and Lumber Yard routes stay short.

The Giant Owl quest 8 Lumber, 1 Clay Use Logistics to feed it from resource buildings only after protected goods are separated.
building - first-campFood Storage

Place it close to farms, Bakery, and the main work lane so citizens do not slow down from hunger.

Town food support Check current Food Storage recipe in your save Feed cooked food or Bakery output into Food Storage only after you protect offering and boss-prep food.
building - stable-nightsHousing And Bedrolls

Add housing only after Food Storage, jobs, and roads can support the extra people.

Town housing route after the first shelter pieces appear Check the current house, Insula, or bedroll recipe before expanding population No direct automation; housing should sit near food and work lanes without blocking storage.
building - first-campFarm Land

Keep the first patch compact and close to Food Storage before expanding into a wide field.

Agriculture after town setup Seed, water, space, and current Farm Land placement rules Farmstead workers and Logistics chains become useful after the first crop route is stable.
building - first-campFarmstead

Keep first harvest copies safe, then expand only after food storage and roads can support the farm edge.

Ceres' Farmstead - Level 1 7 Lumber, 5 Stone Can feed later Watermill, Bakery, Food Storage, or recipe lanes through Logistics.
building - first-campRoad Spine

Build one readable main route or loop before placing every specialized building.

Starter building choice Mostly space and planning cost Automation still needs physical clarity: buildings should face lanes that make output/input links easy to inspect.
building - stable-nightsLight And Defense Line

Protect the places players actually work: storage, crafting, farms, and the return path.

Early survival and night pressure Current defense, torch, light, or fortification cost Keep fuel and repair goods near the protected work lane.
building - stable-nightsWall Defense

Wall the work core first: storage, farms, crafting, and return paths before remote buildings.

Wooden walls early, then stronger wall routes through progression and research Check the current wall material before enclosing a large area Keep repair and build goods close enough that rebuilding after raids does not drain the whole day.
building - boss-prepAutomatic Scorpio

Place it where enemies already pressure the town, not in a decorative corner.

Fueling the Fires route with Vulcan Coal x5, Wood Plank x10, Wood Stick x10 for the unlock objective; check build cost after the reward appears Keep ammo and repair goods near the defense line; do not let trade routes drain them.
building - automationLumber Yard

Place near enough trees to keep speed high, then route Lumber toward Material Storage instead of a mixed export pile.

Build from the Workbench 6 Lumber, 3 Stone Use Logistics to send Lumber into protected Material Storage after one manual check.
building - boss-prepBlacksmith

Build when gear, tools, or boss prep are the blocker, then keep fuel and ore close enough that smelting is not a walking chore.

The Giant Owl quest for Minerva 5 Lumber, 5 Stone, 2 Clay Keep ore and bars separate from Market and Trading Post goods; smelting still needs fuel handling.
building - boss-prepLeatherworker

Use it when armor, citizen gear, or exploration survivability is blocking the next fight or biome route.

Build from the Workbench; check current quest state 5 Lumber, 5 Stone Keep hide, leather, wool, and thread near the station but away from Food Storage and trade exports.
building - stable-nightsBakery

Build after the Wheat to Flour route is stable, because Bakery Bread uses less Flour than Campfire Bread.

Ceres route; Fruits of the Harvest unlocks Bakery 5 Lumber, 2 Stone, 3 Clay Link Farmstead or storage to Manual Mill/Watermill, then Bakery, then Food Storage only after each step works alone.
building - automationWatermill

Place it on a water edge that still connects cleanly to farms, Bakery, and Food Storage.

Honoring the Craft quest 8 Lumber, 6 Stone Use it as the middle link between crop output and Bakery or oil/wine prep, then save-test the chain.
building - automationDolium And Drink Chains

Build these after plain citizen food is stable and the town needs better recipes, offerings, happiness, or boss-prep food.

Ceres, Venus, University, or current recipe route depending on the chain Check each Dolium, keg, or vat recipe before spending Empty Pots, bottles, fish, honey, grapes, or olives Link crop, mill, Dolium, Bakery, and Food Storage one step at a time so one bad route does not eat rare ingredients.
building - automationLogistics Tent

Start with one safe chain, such as Farmstead to Watermill to Bakery to Food Storage, before automating the whole town.

Logistics unlock; guide reports commonly place it after Desert/Cyclops progress 6 Lumber, 4 Stone Open Logistics from the Logistics Tent, Workbench, or Carpenter's Workshop, then drag one building output into another input.
building - automationClay Pit

Build when Clay is the mid-tier construction bottleneck, especially before storage, Brick, Pottery, or Concrete routes expand.

Sanguis Celeste quest 6 Lumber, 10 Stone, 3 Clay Route Clay into protected Material Storage, not directly into Concrete or trade, until build needs are safe.
building - automationQuarry

Use it when manual mineral hauling is blocking tools, smelting, construction, or late building chains.

Vulcan Quarry - Level 1 8 Lumber, 6 Stone, 3 Clay Route Quarry output into Material Storage after one manual test.
building - boss-prepPottery

Build when Clay is stable and pot-based combat or utility items will solve the next route.

Declaration of War quest Check current Pottery cost after the quest unlock Keep Clay Pit output protected before letting Pottery consume the town's build Clay.
building - automationBrick Kiln

Add it when Clay production is stable and Brick is the actual construction blocker.

Mid-game construction route after the town can support Clay and fuel Check current kiln recipe before turning Clay into bulk Brick Route Clay Pit output into protected storage before feeding a kiln so the town does not burn all build Clay.
building - stable-nightsMarket

Use it to clear true surplus or buy support items after food, tools, and build goods are protected.

Art of Trade quest 8 Lumber, 6 Stone, 2 Clay Keep Market goods separate from Trading Post and build storage.
building - lateUniversity

Build when the town is stable enough to push research without starving food, defense, or boss prep.

Significant Pursuit quest 4 Lumber, 6 Stone, 8 Brick Keep Research Paper and rare goods out of Market and Trading Post routes until late unlocks are chosen.
building - second-settlementTrading Post

Move repeatable surplus only after food, boss drops, and building goods are locked away.

Second-settlement route; check current University or research requirement 8 Lumber, 6 Stone Pair with protected storage labels and one co-op route owner.
building - automationCarpenter's Workshop

Use after the road spine and storage core are already readable.

The Giant Owl quest 7 Lumber, 2 Stone, 2 Clay Carpenter's Workshop can open Logistics after the unlock is available.
building - lateConcrete Mixer

Build only when a late construction chain clearly needs Concrete and the Volcano material route is safe.

University for 20 Research Paper 8 Lumber, 6 Stone Route Clay Pit, water, and Volcanic Ash storage carefully before batching Concrete.
building - boss-prepGod Shrine Or Altar

Reserve space early, then spend only when the favor solves a real blocker.

Worship system and god route Current offering, sacrifice, technology, and building costs Keep offering goods out of trade and cooking routes until the altar confirms the need.
building - lateDecoration Mode

Use after roads, storage, farms, defense, and construction lanes already work.

Early Access addition Furniture/object collection and space cost No automation value; keep it clear of production links.
building - lateDecoration Appeal

Use appeal pieces after roads, storage, food, and defense are already easy to maintain.

Venus, furniture, Sculpture Workshop, and current decoration route Spare room, decorative objects, late materials, and any current appeal upgrade cost No direct automation value; keep decorative paths separate from production lanes.
building - first settlement priorityStorage core

Keep wood, stone, ore, food, rare goods, and trade goods separated near the road spine.

Fix storage before upgrades, decoration, or a second settlement.
building - current-build checkUpgrade buildings

Upgrade only after the footprint, cost, storage route, and town defense still make sense.

If the upgrade blocks hauling or drains build goods, repair the town spine first.
building - layout repairMove buildings

Move only when a building blocks roads, farms, storage, defense, or future production.

Check refund or rebuild cost in the current build before tearing down a working piece.
food - food routeFarm edge

Keep early crops close to food storage and roads so citizens and co-op players do not waste time.

Shrink or move fields only after the food buffer is safe.
food - crop checkSeed test patch

Plant small patches, store extra seeds, then expand only after source, growth, use, and recipe value are clear.

Rare seeds are not automatically better than stable food crops.
food - water route checkFishing food route

Fish close to safe return paths before treating a spot as daily food, recipe, or trade supply.

A distant catch route is scouting until roads, light, and storage support it.
building - EA launch additionCarpenter and construction lane

Use the Carpenter's Workshop after the storage core and road spine are readable.

Construction help is strongest when materials are already organized.
building - hauling repairMaterial storage fix

Put common build goods near crafting, food near kitchens or farms, and rare goods away from exports. Stone, Lumber, and Clay can become automated lanes once Quarry, Lumber Yard, and Clay Pit are online.

Trading Post routes should not see first-copy drops or current build inputs; Brick and Concrete need station checks before bulk hauling.
building - automation unlockLogistics Tent

Use the Logistics Tent, Workbench, or Carpenter's Workshop to drag one building output into another building input for automatic transfers.

Plan for a small Lumber and Stone cost, then test one route before chaining a whole town.
building - Vulcan resource laneQuarry automation

Use Quarry for biome-based mining such as Plains or Forest Flint and Coal, or Desert Volcanic and Iron Bar routes, then route output through logistics.

Quarry output depends on biome and worker level; check the current output before assuming one Quarry can feed every fuel, ore, or building need.
building - Mercury economy laneMarket and merchant route

Market buys unwanted goods and sells biome-dependent stock after Art of Trade; use it for potions, Fish, Cheese, and economy checks before trade automation.

Market stock varies by biome and job level, so verify the local merchant before planning a route around a buy item.
building - University late routeConcrete chain

Concrete Mixer turns Volcanic Ash, Clay, and water into Concrete after University research; Clay Pit in Volcano can support ash supply.

Check the University research and build cost before planning a bulk Concrete route.
class - +5 SwordsGladiator

Players who want the safest direct melee start.

Flint Gladius and Sandals Use the early weapon advantage to secure food, basic drops, and a cleaner first boss-prep path. Avoid if you would rather build, mine, or gather before fighting.
class - +5 SpearsLegionary

Players who like reach, safer pokes, and cleaner first fights.

Flint Hasta and Sandals Practice spacing before pushing deeper biome routes or risky enemy camps. Avoid if you prefer fast sword swings or town-building first.
class - +5 ShieldsPhalanx

Players who want a defensive start and safer early combat mistakes.

Wooden Shield and Sandals Pair the shield start with food, repairs, and a slower boss-prep checklist. Avoid if you are comfortable dodging and want faster gathering or crafting progress.
class - +5 MiningMiner

Players who want early stone, ore, and resource-route momentum.

Flint Pickaxe and Sandals Turn the pickaxe advantage into storage, Quarry planning, and first upgrade materials. Avoid if your first blocker is combat rather than town materials.
class - +5 WoodcuttingWoodcutter

Players who want lumber, building materials, and fast settlement setup.

Flint Axe and Sandals Use the axe route to fund early buildings, storage, walls, and farm support. Avoid if you are rushing boss prep or mining-heavy recipes.
class - +5 ConstructionMechanicus

Players who want an early town-building and crafting tempo.

Placeable Workbench and Sandals Place the Workbench near the first storage core and keep construction materials protected. Avoid if you want a combat advantage from the first minute.
class - +5 ScrollsScholar

Players who want a knowledge or magic-leaning start.

Scroll of the Novice and Sandals Treat the scroll route as a careful test path and protect rare pages before spending them. Avoid if you need a straightforward combat or gathering opener.
class - +5 ThrowingLobber

Players who like ranged pressure and item-throwing routes.

Wrist Wraps trinket Use the trinket to test safe ranged pulls before committing rare ammo or gear. Avoid if you dislike ammo planning or want a simple melee opener.
seed - PlainsWheat Seeds

Wheat: Bread, Beer, Flour/Dough routes, and Ceres' Honoring the Soil offering.

Your save may show a different Honoring the Soil wheat count; check the altar objective before spending the stack. Seed price: 10 Crop: Wheat Planted in: Plains Confirmed uses: Bread, Beer, Flour/Dough routes Unlock route: Honoring the Soil -> Farmstead Ceres value: check at altar before spending
seed - PlainsCabbage Seeds

Cabbage: Ceres' Fruits of the Harvest offering and early food checks.

Exact offering count can vary by objective state; check the altar before spending the last Cabbage. Seed price: 10 Consume: restores 5 health Citizen food: 1 Sell price: 2 Source: Cabbage Seeds in Plains Fruits of the Harvest: check altar count before spending
seed - Plains, SwampBay Seeds

Bay Leaf: Possible herb-style recipe or offering route; treat as unconfirmed until it appears in your current build.

Do not count Bay Leaf as required unless your altar or recipe panel asks for it. Seed price: 10 Planting: Plains or Swamp Ceres value: check at altar before spending Status: altar and recipe check first Best use now: first-copy storage Do not spend: before altar and recipe checks
seed - Plains, Forest, SwampMint Seeds

Mint: Possible herb-style recipe or offering route; treat as unconfirmed until it appears in your current build.

Do not count Mint as required unless your altar or recipe panel asks for it. Seed price: 10 Planting: Plains, Forest, or Swamp Status: altar and recipe check first Best use now: first-copy storage Do not spend: before altar and recipe checks
seed - PlainsOlive Seeds

Olives: Ceres' Fruits of the Harvest offering and Olive Paste / Olive Oil chain.

Olives can help in a pinch, but save the Ceres and oil stack before treating them as routine citizen food. Seed price: 10 Consume: restores 3 health Citizen food: 0 Sell price: 1 Oil chain: Olive Paste + Empty Pot -> Olive Oil Fruits of the Harvest: save 5 Olives if your altar asks
seed - Plains, Desert, SwampGrape Seeds

Grapes: Grape Paste, Wine, trade checks, and Pyzifax-route surplus notes.

Wine and paste routes should wait until food reserves are stable; Grape patches also need water planning. Seed price: 25 Planting: Plains, Desert, or Swamp Must be watered Ceres value: check at altar before spending Best timing: after Wheat and Bread are stable Main route: Wine and broader food economy Storage note: keep drink, food, and trade goods separate
seed - DesertAloe Seeds

Aloe Vera: Aloe Salve brewing and desert-route recovery.

Use for healing prep, not general food. Seed price: 50 Crop: Aloe Vera Planted in: Desert Confirmed use: Aloe Salve
seed - DesertCoriander Seeds

Coriander: Desert crop and recipe testing.

Treat as a test row until your save confirms the route, value, and best use. Seed price: 5 Planting: Desert Grows into: Coriander
seed - UnknownCumin Seed

Cumin: Recipe and spice-route testing after the planting source is clear.

Do not plan a normal farm patch around Cumin until your save confirms where it can be planted. Seed value: 5 Sell price: 1 Max stack: 100 Grows into: Cumin
seed - DesertFlax Seeds

Flax: Material and textile route checks.

Do not expand if the town still lacks food. Seed price: 5 Planting: Desert Grows into: Flax
seed - VolcanoPepper Seed

Pepper / Pepper Corns: Pepper Corns for late food recipes and volcanic recipe checks.

Verify the Volcano merchant level and planting route before counting Pepper as a stable crop. Seed value: 5 Planting: volcano Cultivated output: Pepper Corns and Pepper Seed Merchant lead: Volcano Merchant Lv.5
seed - VolcanoEmber Orchid Seeds

Ember Orchid: Ember Cloth in the Leatherworker route.

Volcanic planting should be verified in the current Early Access build. Seed price: 1 Planting: Volcanic soil Grows into: Ember Orchid
seed - PlainsPinecone

Pine Tree: Pine tree route that may support Pine Nuts and Ceres' Fruits of the Harvest planning.

Use Pinecone as a Pine Nut route lead, not a guaranteed shortcut; confirm the output before relying on it. Seed value: 30 Planting: ground in Plains Grows into: Pine Tree Route lead: Stone Pine drop
seed - Plains, Forest, SwampBlackberry Bush Seed

Blackberry Bush: Repeatable bush food and route support.

Exact yield and regrowth timing need current-build checks. Seed price: 5 Planting: Plains, Forest, or Swamp Grows into: Blackberry Bush
seed - Plains, Forest, SwampRed Currant Bush Seed

Redcurrant: Bush food, storage, and market-route checks.

Keep first copies before recipe testing. Seed price: 5 Planting: Plains, Forest, or Swamp Grows into: Red Currant Bush
seed - Plains, Forest, SwampWhite Currant Bush Seed

White Currant: Bush food and market-route checks.

Confirm price and source in your own save before treating it as better than other bush food. Seed price: 5 Planting: Plains, Forest, or Swamp Grows into: White Currant Bush
seed - ForestApple Tree Sapling

Apple: Tree fruit, Ceres worship value, and longer-term food route.

Do not use orchard land before first food and roads are stable. Sapling price: 15 Planting: Forest Consume: restores 5 health Citizen food: 2 Sell price: 2 Worship: Ceres +8
seed - DesertApricot Tree Sapling

Apricot: Apricot and fish stew route, including Minutal Ex Praecoquis checks.

Pairs better with advanced food planning than first-night survival. Sapling price: 30 Planting: Desert Recipe tie-in: Minutal Ex Praecoquis Best timing: after Bakery and fish routes are stable Do not spend: first Apricots before boss-food testing
seed - Plains, Forest, SwampTree Sapling

Tree / Pine Nut route check: Tree planting route to check before completing Ceres' Fruits of the Harvest set.

If your altar asks for Pine Nuts, confirm the tree output before relying on this route. Sapling price: 15 Planting: Plains, Forest, or Swamp Offering route: Fruits of the Harvest lists Pine Nuts x5 Output: confirm Pine Nuts before relying on it Best use now: first-copy storage
seed - DesertPalm Tree Sapling

Palm Tree: Desert tree route and later biome resource check.

Useful data is still thin, so do not spend scarce Desert space on a large palm patch early. Sapling price: 30 Planting: Desert Grows into: Palm Tree
seed - Forest, SwampAmanita Mycelium

Poison Mushrooms: Poison mushroom route and risky food checks.

Do not feed poison mushrooms to the settlement without checking. Seed price: 5 Planting: Forest or Swamp Grows into: Poison Mushrooms
seed - Forest, SwampBoletus Mycelium

Boletus Mushroom: Mushroom food and recipe checks.

Exact recipe output needs current-build verification. Seed price: 5 Planting: Forest or Swamp Grows into: Boletus Mushrooms
seed - Forest, SwampChanterelle Mycelium

Chanterelle Mushroom: Mushroom food and cooking tests.

Do not rank above reliable crops until growth and recipe value are checked. Seed price: 5 Planting: Forest or Swamp Grows into: Chanterelle Mushrooms
fish - base catchFish

Garum, Deep Fried Fish, Minutal Ex Praecoquis, and emergency food checks.

Confirm the sell value and water spot in your build before planning a profit route. Used in: Garum Used in: Deep Fried Fish Used in: Minutal Ex Praecoquis Still needs in-save check: spot, bait, catch rate
fish - base catchEel

Food, recipe, or trade check after first copy is stored.

Exact catch spot and recipe use need current-build verification. Best use now: first-copy storage Still needs in-save check: spot, bait, catch rate, recipe use Do not export: before a current-build recipe check
fish - stationGarum Dolium

Turns Fish and Empty Pot into Garum.

Build it only if fish is repeatable enough to feed the chain; confirm Fish Sauce Vat naming and unlock steps in your current build. Purpose: create Garum from fish Input pressure: Fish and Empty Pot Support resource: Clay for pot supply Route lead: after Cyclops, Ceres quest, 5 Scorpion Skewers, 5 Mortuum Sauce with Bread
fish - processedGarum

Material and citizen food route.

Check whether your town needs citizen food more than raw emergency food. Recipe: 1 Fish + 1 Empty Pot Station: Garum Dolium Citizen food: 2
fish - cookedBread

Core citizen food and stable settlement food route that supports longer fishing or boss sessions.

Bread is not a fishing output, but it is the baseline food route fish dishes should beat before they take pots or Bakery time. Consume: restores 15 health Well Fed: heals 60 health over 10 minutes Citizen food: 6 Sell price: 8
fish - processedBeer

Pot-competing food and drink route that can affect whether fish processing is worth starting.

Beer competes with Garum and Olive Oil for Empty Pots, so use it as a bottleneck check in the fish-food chain. Recipe: 1 Wheat + 1 Empty Pot Consume: restores 20 health Well Fed: heals 60 health over 10 minutes Citizen food: 1 Sell price: 50
fish - supportOlive Oil

Support ingredient for Deep Fried Fish and other Bakery recipes.

Olive Oil can look like a profit route, but it can also block Garum, Beer, or Wine if pots are scarce. Recipe: 1 Olive Paste + 1 Empty Pot Used in: Deep Fried Fish Used in: Globi Competes for: Empty Pot
fish - supportGrape Paste

Support material for Wine and mid-game food economy routes.

Grape Paste supports food economy, but it should not take priority over Wheat and Bread while citizens are unstable. Crafted at: Manual Mill Crafted at: Watermill Used in: Wine Sell price: 7
fish - processedWine

Food-economy and happiness route that competes for Grapes and Empty Pots.

Use Wine as a support route, not a first food solution; confirm unlock and gift behavior in your current build. Input pressure: Grapes and Empty Pot Gift effect to verify: +2 happiness Loyalty effect to verify: +5% Work tradeoff to verify: -1 efficiency
fish - cookedDeep Fried Fish

Cooked fish route with crit chance and strong citizen-food value.

Olive Oil competes for Empty Pot supply, so this can starve Garum, Wine, or other pot routes. Recipe: 1 Fish + 2 Olive Oil Consume: restores 10 health Buff: Crit Chance +4% Citizen food: 10
fish - cookedIsicia Marina

Garum-linked Bakery dish and higher-value cooked route.

Stats and description are useful for planning, but exact ingredient quantities still need work-order confirmation. Bakery listing: Job Lv.3 Heal: 25 Eat time: 160s Price: 250 Description: crab cakes with salad and garum dressing
fish - cookedGustum de Praecoquis

Garum-linked Bakery dish that connects seed planning to fish-sauce routing.

Treat ingredient wording as a planning guide until the Bakery work order confirms exact quantities. Heal: 10 Eat time: 170s Price: 250 Ingredients named in description: apricot, mint, garum, honey
fish - cookedIsicia Omentata

Late Bakery dish that links fish sauce, wine, bread, and meat routes.

Useful as a route connector, but exact work-order inputs still need current-build confirmation. Heal: 10 Eat time: 170s Price: 250 Description: meat, wine-soaked bread, and garum, rolled up and fried
fish - cookedMoretum and Bread

Bread upgrade candidate when cheese and Bakery capacity are available.

Use as a Bakery comparison row; exact ingredient quantities and final heal should be checked in the work order. Description: cheese spread eaten with Bread Crafted at: Bakery Price: 250 Likely heal row: 15
fish - supportCheese

Support food, citizen food, and a Moretum and Bread ingredient route.

Cheese is not a fishing output, but it supports the same food-chain decisions that compete with fish and Garum. Source: Market Source: Goats Consume: restores 5 health Citizen food: 2 Sell price: 6
fish - cookedScorpion Skewers

Bakery food and possible Fish Sauce Vat unlock input after Cyclops.

If Fish Sauce Vat or a Ceres objective asks for Scorpion Skewers, verify the count before cooking the last batch. Bakery listing: Job Lv.3 Heal: 30 Eat time: 170s Price: 250 Description: juicy scorpion meat glazed with apricots
fish - cookedMinutal Matianum

Mid-late Bakery food that compares against fish and Garum-heavy boss food.

This is not a fishing dish, but it belongs in the food-chain comparison because it can beat weak fish routes if meat and apples are easier. Bakery listing: Job Lv.5 Heal: 20 Eat time: 170s Price: 250 Description: hearty stew made from pork and apples
fish - cookedPatina de Malis

Apple-based Bakery food for comparing non-fish routes against Garum-heavy meals.

Use as a food-chain comparison row; exact ingredient quantities need current-build confirmation. Bakery listing: Job Lv.5 Heal: 25 Eat time: 170s Price: 250 Description: sweet and sour spiced apple pudding
fish - cookedPinsa

Late Bakery comparison row that helps decide whether fish routes are worth the same station time.

Use the description for planning, then confirm exact work-order ingredients in-game. Bakery listing: Job Lv.6 Heal: 10 Eat time: 170s Price: 600 Description: variety of ingredients spread on dough and cooked in an oven
fish - cookedMinutal Ex Praecoquis

Boss-prep food and citizen support.

Strong on paper, but it needs several ingredient routes to be practical. Consume: restores 25 health Well Fed: heals 60 health over 10 minutes Regeneration: heals 80 over 8 seconds Resistance: +30% Necro and +100% Curse for 15 minutes Citizen food: 10
fish - supportEmpty Pot

Required with Fish for Garum.

A fish route can stall if pots are not stocked, especially when Beer, Wine, or Olive Oil also need them. Used in: Garum Used in: Olive Oil Competes with: Beer, Wine, oil, and fish processing Sell price: 2
ea - EA launch additionVolcanic biome

Later route with additional dungeons and tougher survival pressure.

Bring upgraded gear, food, and a return plan before treating it like a starter biome.
ea - EA launch additionBoss roster checks

Current boss routes cover seven named fights to plan around, including Talos Prototype, Medusa, and Di Inferi.

Store first-copy drops and verify trigger order in your own save before crafting from rare materials.
ea - EA launch additionCarpenter occupation

Citizens can help with construction and reduce repeated town-building friction.

Use the role after the road spine and storage core are readable.
ea - EA launch additionTrading Post

Automated trade routes move resources between settlements.

Protect food, boss drops, and current build goods before allowing exports.
ea - EA launch additionDecoration mode

Furniture and objects can be collected, placed, and customized without normal inventory pressure.

Keep decoration away from roads, workshops, and defense lines until the town functions.
ea - EA launch additionInventory sorting and expansion

Makes treasure, boss drops, and route materials easier to manage.

Sorting helps only if storage categories are clear.
automation - usableLogistics Tent setup

Place it near the production core, link one output to one input, then watch the route before adding more chains.

Defeat the Cyclops (Pyzifax) boss in the Desert biome; Build cost check: 6 Lumber + 4 Stone Automate resource transfer between buildings Check range, stack limits, and the current building menu before making the town depend on the route. logistics automation production storage
automation - partialLogistics step 1

Treat the unlock as a boss and route checkpoint, then build only after the town can spare basic materials.

1. Unlock Keeps the automation setup in a safe order instead of linking several buildings at once. Save and test the link after each step if the route touches food, rare goods, or build materials. logistics automation setup
automation - partialLogistics step 2

Place it close to production buildings so workers, storage, and players do not lose time walking.

2. Build Keeps the automation setup in a safe order instead of linking several buildings at once. Save and test the link after each step if the route touches food, rare goods, or build materials. logistics automation setup
automation - partialLogistics step 3

Open the building or station interface and find the route link controls before moving goods.

3. Access Menu Keeps the automation setup in a safe order instead of linking several buildings at once. Save and test the link after each step if the route touches food, rare goods, or build materials. logistics automation setup
automation - partialLogistics step 4

Place it close to production buildings so workers, storage, and players do not lose time walking.

4. Linking Keeps the automation setup in a safe order instead of linking several buildings at once. Save and test the link after each step if the route touches food, rare goods, or build materials. logistics automation setup
automation - usableFarmstead to Watermill

Run this as a single test chain first, then keep emergency food and current build goods outside exports.

Farmstead output: Wheat; link to Watermill. Automatic wheat supply If storage drops after a night or reload, pause the chain and refill by hand. production-chain food logistics farmstead watermill
automation - usableWatermill to Bakery

Run this as a single test chain first, then keep emergency food and current build goods outside exports.

Watermill output: Flour; link to Bakery. Automatic flour grinding If storage drops after a night or reload, pause the chain and refill by hand. production-chain food logistics watermill bakery
automation - usableBakery to Food Storage

Run this as a single test chain first, then keep emergency food and current build goods outside exports.

Bakery output: Bread; link to Food Storage. Automatic bread storage If storage drops after a night or reload, pause the chain and refill by hand. production-chain food logistics bakery food-storage
automation - partialFood Storage endpoint

Use this as the stop point for the chain, then check the storage floor before expanding automation.

Food Storage output: Stores food. Keeps your town fed If finished goods disappear into the wrong route, remove the link and refill by hand. production-chain food storage food-storage
automation - partialFarmstead chain step

Use this as a food-chain checkpoint before linking the next building.

1: Farmstead Feeds Produces wheat. Confirm the output reaches storage before relying on repeat production. production-chain food farmstead
automation - partialWatermill chain step

Use this as a food-chain checkpoint before linking the next building.

2: Watermill Feeds Grinds wheat into flour. Confirm the output reaches storage before relying on repeat production. production-chain food watermill
automation - partialBakery chain step

Use this as a food-chain checkpoint before linking the next building.

3: Bakery Feeds Turns flour into bread. Confirm the output reaches storage before relying on repeat production. production-chain food bakery
automation - partialFood Storage chain step

Use this as a food-chain checkpoint before linking the next building.

4: Food Storage Feeds Fills with bread automatically. Confirm the output reaches storage before relying on repeat production. production-chain food food-storage
automation - partialFuel / Coal route

Protect first-copy goods, test the source and destination, then let the route run only while storage stays healthy.

Level 2 Quarry (Coal) - linked to buildings that need fuel Turns a repeated hauling chore into a planned production route. Stop the route if the same goods are needed for food, boss prep, offerings, or current construction. automation route trade fuel-coal
automation - partialOlive Oil route

Protect first-copy goods, test the source and destination, then let the route run only while storage stays healthy.

Olive production - Press - Storage (great for selling) Turns a repeated hauling chore into a planned production route. Stop the route if the same goods are needed for food, boss prep, offerings, or current construction. automation route trade olive-oil
automation - partialAdvanced Goods route

Protect first-copy goods, test the source and destination, then let the route run only while storage stays healthy.

Multiple inputs linked to workshops for tools, weapons, or trade goods Turns a repeated hauling chore into a planned production route. Stop the route if the same goods are needed for food, boss prep, offerings, or current construction. automation route trade advanced-goods
automation - partialConnections

Use this as a route safety check before adding another link or repeat order.

One output can feed multiple inputs; daisy-chain as needed Helps decide how complicated the route should be before it touches important goods. Keep the first version small so a bad link is easy to remove. automation logistics connections
automation - partialRepeatable Work Orders

Use this as a route safety check before adding another link or repeat order.

Unlocked with the tent - set buildings to repeat production Helps decide how complicated the route should be before it touches important goods. Keep the first version small so a bad link is easy to remove. automation logistics repeatable-work-orders
automation - partialAutomation Limits

Use this as a route safety check before adding another link or repeat order.

Some buildings (like Bakery) may have stack limits and need occasional manual restarts Helps decide how complicated the route should be before it touches important goods. Keep the first version small so a bad link is easy to remove. automation logistics automation-limits
automation - partialRange

Use this as a route safety check before adding another link or repeat order.

Connections work within your town area - keep buildings relatively close Helps decide how complicated the route should be before it touches important goods. Keep the first version small so a bad link is easy to remove. automation logistics range
automation - partialEditing Links

Use this as a route safety check before adding another link or repeat order.

Return to the Logistics menu to remove or adjust connections anytime Helps decide how complicated the route should be before it touches important goods. Keep the first version small so a bad link is easy to remove. automation logistics editing-links
resource - partialStone

Keep a builder stack near material storage, then test Quarry output before replacing manual stone trips.

Picking up small stones; breaking bigger rocks with pickaxes; automation check: Quarry. Extracts Stone Automation still needs a clean storage destination or it becomes another walking problem. resource hauling automation stone quarry logistics-tent
resource - partialLumber

Use carts or a clear road spine for repeat wood trips, then protect raw Lumber before plank-heavy work.

Chopping down trees (implied); automation check: Lumber Yard. Processes Wood into Lumber Automation still needs a clean storage destination or it becomes another walking problem. resource hauling automation lumber lumber-yard logistics-tent
resource - partialClay

Put bucket routes, Pottery, Brick, and Concrete needs in one plan before the Clay Pit feeds automation.

Collecting with a Bucket; automation check: Clay Pit. Extracts Clay Clay feeds too many routes, so keep a reserve before pots, Brick, or Concrete consume it. resource hauling automation clay clay-pit logistics-tent
resource - Needs save checkBrick

Store Brick near Not in Demo, then link N/A only after the route is stable.

N/A; automation check: Not in Demo. N/A Keep this as a current-save check; do not promise automation until the building UI confirms it. resource hauling automation brick not-in-demo n-a
resource - Needs save checkMarble

Store Marble near Not in Demo, then link N/A only after the route is stable.

N/A; automation check: Not in Demo. N/A Keep this as a current-save check; do not promise automation until the building UI confirms it. resource hauling automation marble not-in-demo n-a
resource - Needs save checkQuarry activation: Initial Hint

Bring only the listed requirement, test the temple or platform step, then return before spending rare goods.

Iron Rods Keeps the stone automation route tied to visible requirements instead of guesswork. Treat unclear activation steps as a save check. quarry resource activation temple
resource - Needs save checkQuarry activation: Platform Resources

Bring only the listed requirement, test the temple or platform step, then return before spending rare goods.

Blacksmith Building Keeps the stone automation route tied to visible requirements instead of guesswork. If your save asks for Ingredients for the Quarry, follow the live UI instead. quarry resource activation temple
resource - Needs save checkQuarry activation: Final Activation

Bring only the listed requirement, test the temple or platform step, then return before spending rare goods.

Unknown Keeps the stone automation route tied to visible requirements instead of guesswork. Treat unclear activation steps as a save check. quarry resource activation temple
building - usableLogistics Tent

Place it close to the production core, test one route, then save the working layout before chaining more buildings.

6 Lumber + 4 Stone Links nearby production buildings so food, materials, and workshop routes need less hand hauling. Keep first-copy drops, emergency food, and current build goods away from the route until filters are confirmed. building automation logistics trading
building - partialQuarry

Add Quarry only when it solves today's route blocker, then store the first outputs before linking exports.

Build after the town can protect stone output and spare the worker route. Stone and mineral automation for repeated construction and upgrade pressure. Put output near material storage before linking it to later construction. building automation resource quarry
building - partialLumber Yard

Add Lumber Yard only when it solves today's route blocker, then store the first outputs before linking exports.

Use once the town needs repeat wood routes instead of one-off tree trips. Turns wood hauling into a cleaner build-material lane. Protect raw lumber and planks separately so one route does not starve the other. building automation resource lumber-yard
building - partialClay Pit

Add Clay Pit only when it solves today's route blocker, then store the first outputs before linking exports.

Use after bucket clay trips are slowing Pottery, Brick, Bakery, or Concrete plans. Creates a repeat Clay lane for storage, pots, Brick, and later Concrete. Do not let every Clay route feed pots while current building upgrades still need raw Clay. building automation resource clay-pit
building - partialBrick Oven

Add Brick Oven only when it solves today's route blocker, then store the first outputs before linking exports.

Use only when Clay and fuel can be spared from storage and station needs. Turns Clay and fuel into Brick for mid-town construction. Keep a raw Clay reserve before starting repeat Brick production. building automation resource brick-oven
building - partialFood Storage

Add Food Storage only when it solves today's route blocker, then store the first outputs before linking exports.

Use as the end point of a stable food chain before routes expand. Keeps citizens fed while Farmstead, Watermill, and Bakery output repeats. Pause automation if the storage floor drops after a night or reload. building automation resource food-storage
building - partialWatermill

Add Watermill only when it solves today's route blocker, then store the first outputs before linking exports.

Use when Wheat and food storage are ready for repeat Flour production. Feeds Bakery routes and bread supply. Check whether Flour is needed for offerings, food, or trade before exporting. building automation resource watermill
defense - partialWooden Wall

Use the wall tier that protects the current work area without blocking roads, carts, or worker paths.

Unlock: Default; defense 2; HP 200. Adds a clearer night-safety line around storage, workstations, farms, or repair routes. Confirm current cost and footprint before rebuilding a working defense line. defense wall building wooden-wall
defense - partialStone Wall

Use the wall tier that protects the current work area without blocking roads, carts, or worker paths.

Unlock: Vulcan offering level 1; defense 4; HP 400. Adds a clearer night-safety line around storage, workstations, farms, or repair routes. Confirm current cost and footprint before rebuilding a working defense line. defense wall building stone-wall
defense - partialConcrete Wall

Use the wall tier that protects the current work area without blocking roads, carts, or worker paths.

Unlock: University research; defense 6; HP 600. Adds a clearer night-safety line around storage, workstations, farms, or repair routes. Confirm current cost and footprint before rebuilding a working defense line. defense wall building concrete-wall
npc - partialHappiness

Put happier citizens on important station work and improve building comfort before judging output.

Check the citizen panel before assigning long work orders or rare crafts. Affects NPC efficiency and expertise. Also increases town defense value. Use this as a worker-choice check, then confirm the exact number in your current citizen UI. npc citizen settlement worker happiness
npc - partialFood Consumption

Assign high-consumption citizens only after Food Storage and farm routes can support them.

Check the citizen panel before assigning long work orders or rare crafts. How many units of food the NPC consumes per day. Use this as a worker-choice check, then confirm the exact number in your current citizen UI. npc citizen settlement worker food-consumption
npc - partialEfficiency

Use efficient workers for repeat orders, automation buildings, and bottleneck stations.

Check the citizen panel before assigning long work orders or rare crafts. Work speed. Determines how fast an NPC completes crafting orders. Also affects output of lumber mills, quarries, and clay pits. Use this as a worker-choice check, then confirm the exact number in your current citizen UI. npc citizen settlement worker efficiency
npc - partialExpertise

Save high-expertise citizens for gear, quality-sensitive work, and rare crafting checks.

Check the citizen panel before assigning long work orders or rare crafts. Affects the quality of items produced from commands. Heavily impacts gear made in Leatherworking and Forge workshops. May also affect secondary outputs from quarries and similar facilities. Use this as a worker-choice check, then confirm the exact number in your current citizen UI. npc citizen settlement worker expertise
npc - partialExperience Gain

Use this worker where leveling speed matters more than immediate output.

Check the citizen panel before assigning long work orders or rare crafts. Only affects how fast the NPC levels up. Use this as a worker-choice check, then confirm the exact number in your current citizen UI. npc citizen settlement worker experience-gain
npc - partialLoyalty Gain

Raise loyalty before relying on this citizen for long-term specialist work.

Check the citizen panel before assigning long work orders or rare crafts. Affects the speed at which loyalty increases. Use this as a worker-choice check, then confirm the exact number in your current citizen UI. npc citizen settlement worker loyalty-gain
boss - partialGuardian of Minerva (Giant Owl)

Follow the sky or nest clue, bring upgraded starter gear and food, then store the first reward materials.

Open world, starting region Gives a concrete boss route to prep, scout, and store drops from. Scout first, save before the trigger, and store first-copy drops after the fight. boss route gear guardian-of-minerva-giant-owl open-world-starting-region
boss - partialPyzifax

Scout the Desert base route, name a loot keeper in co-op, and save before the trigger.

Desert Biome - Desert Satyr's Base Gives a concrete boss route to prep, scout, and store drops from. Scout first, save before the trigger, and store first-copy drops after the fight. boss route gear pyzifax desert-biome-desert-satyr-s-base
boss - partialThe Eye (Cyclops)

Treat this as a heavier Desert progression check with better armor, food, and a safe return path.

Desert region - High Temple of the Satyrs Gives a concrete boss route to prep, scout, and store drops from. Scout first, save before the trigger, and store first-copy drops after the fight. boss route gear the-eye-cyclops desert-region-high-temple-of-the-satyrs
boss - Needs save checkGiant Phoenix

Leave this row as a watch item and do not route rare gear around it yet.

Not yet active Trailer or future-looking route; do not spend a serious kit around it yet. Wait for the current build to show the route before planning gear or food. boss route gear giant-phoenix not-yet-active
boss - Needs save checkRobot

Leave this row as a watch item and do not route rare gear around it yet.

Not yet active Trailer or future-looking route; do not spend a serious kit around it yet. Wait for the current build to show the route before planning gear or food. boss route gear robot not-yet-active
boss - Needs save checkTalos

Leave this row as a watch item and do not route rare gear around it yet.

Not yet active Trailer or future-looking route; do not spend a serious kit around it yet. Wait for the current build to show the route before planning gear or food. boss route gear talos not-yet-active
boss - partialCyclops drop storage

Move these drops into first-copy storage, then check Blacksmith, Leatherworker, altar, and boss-prep rows before using them.

After the Desert Cyclops or The Eye route, sort boss-looking drops before spending. Protect Granite Tooth, Nail of the Cyclops, Tectonic Helmet, Tectonic Armor until gear and offering routes are clear. If your save names the fight differently, follow the live quest and keep the same first-copy rule. boss cyclops drops gear desert
altar - partialAltar level 1

Finish the visible requirement, then review new offerings before spending rare goods.

Build altar Skill tree access: Tiers 1-2. Do not assume later tiers are safe until your altar panel shows the same route. altar gods sacrifice skill-tree
altar - partialAltar level 2

Finish the visible requirement, then review new offerings before spending rare goods.

Defeat Owl Boss Skill tree access: Tiers 3-4. Do not assume later tiers are safe until your altar panel shows the same route. altar gods sacrifice skill-tree
altar - partialAltar level 3

Finish the visible requirement, then review new offerings before spending rare goods.

Defeat Cyclops Boss Skill tree access: Tier 5. Do not assume later tiers are safe until your altar panel shows the same route. altar gods sacrifice skill-tree
altar - partialThe Giant Owl

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Guardian's Eye Checks unlocks for Material Storage, Blacksmith, Carpenter, Empty House, Altar. If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock guardian
altar - partialWorshipping the Gods

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Discover a god at the altar Check the altar reward panel before spending more offerings. If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock
altar - partialThe Malformed Satyr Horn

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Malformed Satyr Horn Reveals the next route or boss location. If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock
altar - partialVirgli's Poem

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Granite Tooth Checks unlocks for Blacksmith, Carpenter, Altar, Brick Oven. If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock granite
altar - partialProfane Artifice

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Core Vessel Checks unlocks for Blacksmith, Carpenter, Altar, Temple. If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock core-vessel
altar - partialHonoring the Soil

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Wheat ×20 Checks unlocks for Farmstead. If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock wheat farmstead
altar - partialFruits of the Harvest

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Olives ×5 Pine Nuts ×5 Cabbage ×2 Checks unlocks for Bakery. If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock bakery
altar - partialHonoring the Craft

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Emperor's Salad Mushroom Skewer Bread x5 Checks unlocks for Watermill. If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock watermill
altar - partialHonoring the Art

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Scorpion Skewers Moretum and Bread Checks unlocks for Garum Dolium. If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock garum
altar - partialThe Moonstring

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer The Moonstring Checks unlocks for Well. If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock
altar - partialHunting Armaments

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Sagittarii Bow Bronze Arcuballista Flint Arrow ×500 Bronze Arrow ×200 Unlocks new construction: Leatherworker - Level 2 If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock
altar - partialSanguis Celeste

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Crystallized Blood Unlocks new construction: Clay Pit If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock
altar - partialArt of Trade

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Denarius Unlocks new construction: Market If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock
altar - partialSignificant Pursuit

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Traveler's Coin Research Paper Unlocks new construction: University If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock
altar - partialThe Scent of Memory

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Amor Redivivus Unlocks new construction: Beer Dolium If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock
altar - partialIn Vino Veritas

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Grapes x10 Beer x5 Drum Lyre Unlocks new construction: Wine Dolium If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock
altar - partialThe Copper Consistency

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Copper Bar x5 Unlocks new construction: Quarry If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock
altar - partialFueling the Fires

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Coal x5 Wood Plank x10 Wood Stick x10 Unlocks new construction: Automatic Scorpio If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock
altar - partialProving Your Worth

Store first-copy materials, open the altar panel, and spend only when this route solves the next town blocker.

Offer Bronze Helmet Bronze Chestplate Bronze Greaves Bronze Cart Checks unlocks for Blacksmith. If the altar panel asks for different items or counts, follow your save and keep rare goods protected. altar gods offering unlock
building - night defense - Current buildAggro Dummy

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 1 x 1 tiles; Build progress 50; Needs town: No Lumber x1 A target dummy that generates aggro Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night aggro dummy footprint cost
building - altar and offerings - Current buildAltar

Reserve road-connected shrine space and check altar requirements before spending offerings.

god Footprint 3 x 3 tiles; Build progress 90; Needs town: No; Tier 1 Stone x3 Unlocks quests from the gods. Rare offerings, boss drops, and quest materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building god altar offerings footprint cost
building - altar and offerings - Current buildAltar - Level 2

Reserve road-connected shrine space and check altar requirements before spending offerings.

god Footprint 3 x 3 tiles; Build progress 90; Needs town: No; Tier 2 Stone x5; Quest: The Giant Owl Gives access to more worship unlocks. Also allows for teleportation between level 2 altars. Rare offerings, boss drops, and quest materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building god altar offerings level giant owl footprint cost
building - altar and offerings - Current buildAltar - Level 3

Reserve road-connected shrine space and check altar requirements before spending offerings.

god Footprint 3 x 3 tiles; Build progress 90; Needs town: No; Tier 3 Stone x3 Clay x2 Brick x6; Quest: Virgil's Poem Gives access to even more worship unlocks. Rare offerings, boss drops, and quest materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building god altar offerings level virgil poem footprint cost
building - night defense - Current buildAutomatic Scorpio

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 1 Lumber x1; Quest: Fueling the Fires A ballista that can be loaded with ammo to fire automatically on enemies. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night automatic scorpio fueling fires footprint cost
building - night defense - Current buildAutomatic Scorpio - Level 2

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 2 Lumber x1 Stone x2 A ballista that can be loaded with ammo to fire automatically on enemies. Deals more damage with higher upgrade ranks. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night automatic scorpio level footprint cost
building - night defense - Current buildAutomatic Scorpio - Level 3

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 3 Lumber x1 Brick x2 A ballista that can be loaded with ammo to fire automatically on enemies. Deals more damage with higher upgrade ranks. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night automatic scorpio level footprint cost
building - night defense - Current buildAutomatic Scorpio - Level 4

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 4 Lumber x1 Concrete x2 A ballista that can be loaded with ammo to fire automatically on enemies. Deals more damage with higher upgrade ranks. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night automatic scorpio level footprint cost
building - night defense - Current buildAutomatic Scorpio Enemy

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 2 x 2 tiles; Build progress 50; Needs town: No Lumber x1 Automatic Scorpio Enemy: build cost (1x Lumber), 2x2 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night automatic scorpio enemy footprint cost
building - food chain - Current buildBakery

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 7 x 8 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x5 Stone x2 Clay x3; Quest: Fruits of the Harvest; Worker: Baker Houses a baker who can make various breads from grains. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain bakery fruits harvest baker footprint cost
building - food chain - Current buildBakery - Level 2

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 7 x 8 tiles; Build progress 150; Needs town: No; Tier 2 Lumber x5 Stone x5 Brick x5; Worker: Baker Upgrade level 1 Houses a baker who can make various breads from grains. Max baker rank increased to 7. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain bakery level baker upgrade footprint cost
building - food chain - Current buildBakery - Level 3

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 7 x 8 tiles; Build progress 150; Needs town: No; Tier 3 Lumber x2 Stone x2 Brick x5 Concrete x3; Worker: Baker Upgrade level 2 Houses a baker who can make various breads from grains. Max baker rank increased to 10. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain bakery level baker upgrade footprint cost
building - settlement route - Current buildBarracks

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 12 x 6 tiles; Build progress 150; Needs town: No Lumber x8 Stone x6 Barracks Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route barracks footprint cost
building - night defense - Current buildBarricade

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 1 x 1 tiles; Needs town: No Free — no materials required. Barricade: build cost (free to build), 1x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night barricade footprint
building - citizen housing - Current buildBathhouse

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

housing Footprint 7 x 6 tiles; Build progress 150; Needs town: No Lumber x8 Stone x6 Bathhouse Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building housing citizen bathhouse footprint cost
building - citizen housing - Current buildBed

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

housing Footprint 2 x 3 tiles; Needs town: No Free — no materials required. Bed: build cost (free to build), 2x3 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building housing citizen bed footprint
building - food chain - Current buildBeehive

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 2 x 2 tiles; Build progress 50; Needs town: Yes Clay x3 Generates honeycombs. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain beehive footprint cost
building - station unlock - Current buildBlacksmith

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 9 x 9 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x5 Stone x5 Clay x2; Quest: The Giant Owl; Worker: Blacksmith Houses a blacksmith who can craft various weapons and equipment. Includes a furnace for smelting ore. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock blacksmith giant owl footprint cost
building - station unlock - Current buildBlacksmith - Level 2

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 9 x 9 tiles; Build progress 150; Needs town: No; Tier 2 Lumber x6 Stone x6 Brick x10; Quest: Proving your worth; Worker: Blacksmith Upgrade level 1 Houses a blacksmith who can craft various weapons and equipment. Max blacksmith rank increased to 7. Includes a stronger furnace for smelting tougher ore. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock blacksmith level proving your worth upgrade footprint cost
building - station unlock - Current buildBlacksmith - Level 3

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 9 x 9 tiles; Build progress 150; Needs town: No; Tier 3 Lumber x7 Stone x4 Brick x4 Marble x6 Concrete x8; Worker: Blacksmith Upgrade level 2 Houses a blacksmith who can craft various weapons and equipment. Max blacksmith rank increased to 10. Includes an even stronger furnace for smelting very tough ore Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock blacksmith level upgrade footprint cost
building - station unlock - Current buildOrange Brick Road Upgrade

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 1 x 1 tiles; Build progress 80; Needs town: No Free — no materials required. Increases movement speed by 45% Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock orange brick road upgrade footprint
building - station unlock - Current buildBrick Oven

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 4 x 4 tiles; Build progress 150; Needs town: Yes Stone x8 Clay x6; Quest: Virgil's Poem Creates bricks from clay. The oven needs fuel, so you will have to throw in some flammable items or lumber. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock brick oven virgil poem footprint cost
building - station unlock - Current buildBrick Road Upgrade

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 1 x 1 tiles; Build progress 80; Needs town: No Free — no materials required. Increases movement speed by 45% Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock brick road upgrade footprint
building - storage and hauling - Current buildWooden Bucket (Ash)

Place it near the production core and split food, build goods, rare goods, and trade surplus.

storage Footprint 1 x 1 tiles; Build progress 50; Needs town: No Lumber x1 Ash x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Current Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1 Wooden Bucket (Ash): build cost (1x Lumber, 1x Ash), 1x1 footprint in Romestead. First-copy rare goods and current build materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building storage hauling wooden bucket ash footprint cost
building - storage and hauling - Current buildWooden Bucket (Clay)

Place it near the production core and split food, build goods, rare goods, and trade surplus.

storage Footprint 1 x 1 tiles; Build progress 50; Needs town: No Lumber x1 Clay x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Current Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1 Wooden Bucket (Clay): build cost (1x Lumber, 1x Clay), 1x1 footprint in Romestead. First-copy rare goods and current build materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building storage hauling wooden bucket clay footprint cost
building - storage and hauling - Current buildWooden Bucket (Concrete)

Place it near the production core and split food, build goods, rare goods, and trade surplus.

storage Footprint 1 x 1 tiles; Build progress 50; Needs town: No Lumber x1 Concrete x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Current Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1 Wooden Bucket (Concrete): build cost (1x Lumber, 1x Concrete), 1x1 footprint in Romestead. First-copy rare goods and current build materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building storage hauling wooden bucket concrete footprint cost
building - storage and hauling - Current buildWooden Bucket (Water)

Place it near the production core and split food, build goods, rare goods, and trade surplus.

storage Footprint 1 x 1 tiles; Build progress 50; Needs town: No Lumber x1 Water x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Current Lumber x 1 Water x 1 Wooden Bucket (Water): build cost (1x Lumber, 1x Water), 1x1 footprint in Romestead. First-copy rare goods and current build materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building storage hauling wooden bucket water footprint cost
building - storage and hauling - Current buildWooden Bucket

Place it near the production core and split food, build goods, rare goods, and trade surplus.

storage Footprint 1 x 1 tiles; Build progress 50; Needs town: No Lumber x1 Variants Other versions of this building you can place instead. Wooden Bucket Current Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1 Used to carry water, clay and other liquids. First-copy rare goods and current build materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building storage hauling wooden bucket footprint cost
building - settlement route - Current buildCamerabench

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 2 x 1 tiles; Needs town: No Free — no materials required. Camerabench: build cost (free to build), 2x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route camerabench footprint
building - settlement route - Current buildCampfire

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Needs town: No Free — no materials required. Campfire: build cost (free to build), 1x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route campfire footprint
building - station unlock - Current buildCarpenter's Workshop

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x7 Stone x2 Clay x2; Quest: The Giant Owl; Worker: Carpenter Unlocks the ability to upgrade buildings. Houses a carpenter who can craft furniture. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock carpenter workshop giant owl footprint cost
building - station unlock - Current buildCarpenter's Workshop - Level 2

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 2 Lumber x3 Stone x3 Clay x4 Brick x5; Quest: Virgil's Poem; Worker: Carpenter Upgrade level 1 Unlocks the ability to upgrade buildings. Houses a carpenter who can craft furniture. Max carpenter rank increased to 6. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock carpenter workshop level virgil poem upgrade footprint cost
building - station unlock - Current buildCarpenter's Workshop - Level 3

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 3 Lumber x5 Stone x5 Brick x10 Concrete x8 Clay x2; Quest: Profane Artifice; Worker: Carpenter Upgrade level 2 Unlocks the ability to upgrade buildings. Houses a carpenter who can craft furniture. Max carpenter rank increased to 8. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock carpenter workshop level profane artifice upgrade footprint cost
building - station unlock - Current buildCarpenter's Workshop - Level 4

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 4 Lumber x6 Stone x6 Clay x5 Brick x6 Marble x8 Concrete x8; Research: 20 x Research Paper; Worker: Carpenter Upgrade level 3 Unlocks the ability to upgrade buildings. Houses a carpenter who can craft furniture. Max carpenter rank increased to 10. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock carpenter workshop level research paper upgrade footprint cost
building - storage and hauling - Current buildWooden Cart

Place it near the production core and split food, build goods, rare goods, and trade surplus.

storage Footprint 3 x 2 tiles; Build progress 90; Needs town: No Lumber x3 Variants Other versions of this building you can place instead. Bronze Cart Lumber x 3 Wooden Cart Current Lumber x 3 Holds up to 4 resources. Can be connected into a chain with other carts. First-copy rare goods and current build materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building storage hauling wooden cart footprint cost
building - storage and hauling - Current buildBronze Cart

Place it near the production core and split food, build goods, rare goods, and trade surplus.

storage Footprint 3 x 2 tiles; Build progress 200; Needs town: No Lumber x3 Variants Other versions of this building you can place instead. Bronze Cart Current Lumber x 3 Wooden Cart Lumber x 3 Bronze Cart: build cost (3x Lumber), 3x2 footprint in Romestead. First-copy rare goods and current build materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building storage hauling bronze cart footprint cost
building - night defense - Current buildStationary Catapult - Level 2

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 3 x 3 tiles; Build progress 70; Needs town: No; Tier 2 Lumber x1 Stone x2 Clay x1 Can catapult throwables far away, dealing higher damage. Damage increased significantly against structures. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night stationary catapult level footprint cost
building - night defense - Current buildStationary Catapult - Level 3

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 3 x 3 tiles; Build progress 90; Needs town: No; Tier 3 Lumber x2 Brick x3 Can catapult throwables far away, dealing higher damage. Damage increased significantly against structures. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night stationary catapult level footprint cost
building - night defense - Current buildStationary Catapult

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 3 x 3 tiles; Build progress 50; Needs town: No; Tier 1 Lumber x1 Stone x1 Can catapult throwables far away, dealing higher damage. Damage increased significantly against structures. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night stationary catapult footprint cost
building - food chain - Current buildCauldron

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 1 x 1 tiles; Needs town: No Free — no materials required. Cauldron: build cost (free to build), 1x1 footprint in Romestead. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain cauldron footprint
building - resource automation - Current buildClay Pit

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 12 x 12 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x6 Stone x10 Clay x3; Quest: Sanguis Celeste; Worker: Digger Houses a digger who automatically digs for resources in the biome. Speed is determined by humidity and the amount of clay tiles nearby. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation clay pit sanguis celeste digger footprint cost
building - resource automation - Current buildClay Pit - Level 2

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 12 x 12 tiles; Build progress 150; Needs town: No; Tier 2 Lumber x2 Stone x5 Brick x9; Worker: Digger Upgrade level 1 Houses a digger who automatically digs for resources in the biome. Speed is determined by humidity and the amount of clay tiles nearby. Max digger rank... Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation clay pit level digger upgrade footprint cost
building - resource automation - Current buildClay Pit - Level 3

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 12 x 12 tiles; Build progress 150; Needs town: No; Tier 3 Stone x5 Brick x5 Concrete x7; Worker: Digger Upgrade level 2 Houses a digger who automatically digs for resources in the biome. Speed is determined by humidity and the amount of clay tiles nearby. Max digger rank... Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation clay pit level digger upgrade footprint cost
building - resource automation - Current buildClay Pit - Level 4

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 12 x 12 tiles; Build progress 150; Needs town: No; Tier 4 Stone x2 Brick x4 Concrete x6 Marble x8; Worker: Digger Upgrade level 3 Houses a digger who automatically digs for resources in the biome. Speed is determined by humidity and the amount of clay tiles nearby. Max digger rank... Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation clay pit level digger upgrade footprint cost
building - settlement route - Current buildCoal Trap

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 2 x 2 tiles; Build progress 50; Needs town: No Stone x2 Deals fire damage to all creatures standing on it. Also emits light. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route coal trap footprint cost
building - station unlock - Current buildConcrete Mixer

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 3 x 3 tiles; Build progress 150; Needs town: Yes Lumber x8 Stone x6; Research: 20 x Research Paper Creates concrete from volcanic ash, clay and water. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock concrete mixer research paper footprint cost
building - station unlock - Current buildConcrete Road Upgrade

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 1 x 1 tiles; Build progress 90; Needs town: No Free — no materials required.; Research: 30 x Research Paper Increases movement speed by 60% Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock concrete road upgrade research paper footprint
building - station unlock - Current buildConcrete Town Road Upgrade

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 1 x 1 tiles; Build progress 90; Needs town: No Free — no materials required. Increases movement speed by 60% Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock concrete town road upgrade footprint
building - settlement route - Current buildWar Table

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 3 x 3 tiles; Needs town: No Free — no materials required. War Table: build cost (free to build), 3x3 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route war table footprint
building - resource automation - Current buildBig Bush Decoration

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 2 x 2 tiles; Build progress 90; Needs town: No; Tier 1 Lumber x1 Stone x2 Big Bush Decoration: build cost (1x Lumber, 2x Stone), 2x2 footprint in Romestead. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation big bush decoration footprint cost
building - station unlock - Current buildBig Bush Decoration - Level 2

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 2 x 2 tiles; Build progress 90; Needs town: No; Tier 2 Brick x2 Stone x2 Big Bush Decoration - Level 2: build cost (2x Brick, 2x Stone), 2x2 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock big bush decoration level footprint cost
building - station unlock - Current buildBig Bush Decoration - Level 3

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 2 x 2 tiles; Build progress 90; Needs town: No; Tier 3 Concrete x3 Big Bush Decoration - Level 3: build cost (3x Concrete), 2x2 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock big bush decoration level footprint cost
building - resource automation - Current buildBig Tree Decoration

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 2 x 2 tiles; Build progress 110; Needs town: No; Tier 1 Lumber x1 Stone x2 Big Tree Decoration: build cost (1x Lumber, 2x Stone), 2x2 footprint in Romestead. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation big tree decoration footprint cost
building - station unlock - Current buildBig Tree Decoration - Level 2

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 2 x 2 tiles; Build progress 110; Needs town: No; Tier 2 Brick x2 Stone x2 Big Tree Decoration - Level 2: build cost (2x Brick, 2x Stone), 2x2 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock big tree decoration level footprint cost
building - station unlock - Current buildBig Tree Decoration - Level 3

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 2 x 2 tiles; Build progress 110; Needs town: No; Tier 3 Concrete x3 Big Tree Decoration - Level 3: build cost (3x Concrete), 2x2 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock big tree decoration level footprint cost
building - settlement route - Current buildBonfire

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 2 x 2 tiles; Build progress 90; Needs town: No Lumber x4 Provides light Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route bonfire footprint cost
building - settlement route - Current buildBonfire

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 2 x 2 tiles; Build progress 90; Needs town: No Lumber x4 Provides light Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route bonfire footprint cost
building - settlement route - Current buildBonfire

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 2 x 2 tiles; Build progress 90; Needs town: No Lumber x4 Provides light Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route bonfire footprint cost
building - settlement route - Current buildBonfire

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 2 x 2 tiles; Build progress 90; Needs town: No Lumber x4 Provides light Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route bonfire footprint cost
building - settlement route - Current buildBrazier

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Build progress 90; Needs town: No; Tier 1 Lumber x1 Provides light Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route brazier footprint cost
building - settlement route - Current buildBrazier - Level 2

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Build progress 90; Needs town: No; Tier 2 Brick x1 Stone x1 Provides light Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route brazier level footprint cost
building - settlement route - Current buildBrazier - Level 3

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Build progress 90; Needs town: No; Tier 3 Concrete x1 Provides light Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route brazier level footprint cost
building - station unlock - Current buildCyclop Statue

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 3 x 3 tiles; Build progress 180; Needs town: No Concrete x2 Stone x2 Lumber x3 Cyclop Statue: build cost (2x Concrete, 2x Stone, 3x Lumber), 3x3 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock cyclop statue footprint cost
building - late layout - Current buildFountain

Place it only when it fixes the active blocker instead of adding another thing to defend.

decoration Footprint 3 x 3 tiles; Build progress 180; Needs town: No; Tier 1 Stone x8 Fountain: build cost (8x Stone), 3x3 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building decoration late layout fountain footprint cost
building - late layout - Current buildFountain - Level 2

Place it only when it fixes the active blocker instead of adding another thing to defend.

decoration Footprint 3 x 3 tiles; Build progress 180; Needs town: No; Tier 2 Stone x8 Fountain - Level 2: build cost (8x Stone), 3x3 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building decoration late layout fountain level footprint cost
building - resource automation - Current buildHorizontal Bush Decoration

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 2 x 1 tiles; Build progress 90; Needs town: No; Tier 1 Lumber x1 Stone x1 Horizontal Bush Decoration: build cost (1x Lumber, 1x Stone), 2x1 footprint in Romestead. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation horizontal bush decoration footprint cost
building - station unlock - Current buildHorizontal Bush Decoration - Level 2

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 2 x 1 tiles; Build progress 90; Needs town: No; Tier 2 Brick x1 Stone x2 Horizontal Bush Decoration - Level 2: build cost (1x Brick, 2x Stone), 2x1 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock horizontal bush decoration level footprint cost
building - station unlock - Current buildHorizontal Bush Decoration - Level 3

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 2 x 1 tiles; Build progress 90; Needs town: No; Tier 3 Concrete x2 Horizontal Bush Decoration - Level 3: build cost (2x Concrete), 2x1 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock horizontal bush decoration level footprint cost
building - station unlock - Current buildMonument

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 3 x 3 tiles; Build progress 180; Needs town: No Concrete x2 Stone x2 Lumber x3 Monument: build cost (2x Concrete, 2x Stone, 3x Lumber), 3x3 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock monument footprint cost
building - resource automation - Current buildSmall Bush Decoration

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 1 x 1 tiles; Build progress 70; Needs town: No; Tier 1 Lumber x1 Small Bush Decoration: build cost (1x Lumber), 1x1 footprint in Romestead. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation small bush decoration footprint cost
building - station unlock - Current buildSmall Bush Decoration - Level 2

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 1 x 1 tiles; Build progress 70; Needs town: No; Tier 2 Brick x1 Stone x1 Small Bush Decoration - Level 2: build cost (1x Brick, 1x Stone), 1x1 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock small bush decoration level footprint cost
building - station unlock - Current buildSmall Bush Decoration - Level 3

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 1 x 1 tiles; Build progress 70; Needs town: No; Tier 3 Concrete x1 Small Bush Decoration - Level 3: build cost (1x Concrete), 1x1 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock small bush decoration level footprint cost
building - station unlock - Current buildTorch Bearer Statue

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 3 x 3 tiles; Build progress 180; Needs town: No Concrete x2 Stone x2 Lumber x3 Torch Bearer Statue: build cost (2x Concrete, 2x Stone, 3x Lumber), 3x3 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock torch bearer statue footprint cost
building - resource automation - Current buildVertical Bush Decoration

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 1 x 2 tiles; Build progress 90; Needs town: No; Tier 1 Lumber x1 Stone x1 Vertical Bush Decoration: build cost (1x Lumber, 1x Stone), 1x2 footprint in Romestead. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation vertical bush decoration footprint cost
building - station unlock - Current buildVertical Bush Decoration - Level 2

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 1 x 2 tiles; Build progress 90; Needs town: No; Tier 2 Brick x1 Stone x2 Vertical Bush Decoration - Level 2: build cost (1x Brick, 2x Stone), 1x2 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock vertical bush decoration level footprint cost
building - station unlock - Current buildVertical Bush Decoration - Level 3

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 1 x 2 tiles; Build progress 90; Needs town: No; Tier 3 Concrete x2 Vertical Bush Decoration - Level 3: build cost (2x Concrete), 1x2 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock vertical bush decoration level footprint cost
building - station unlock - Current buildVulcan Statue

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 3 x 3 tiles; Build progress 180; Needs town: No Concrete x2 Stone x2 Lumber x3 Vulcan Statue: build cost (2x Concrete, 2x Stone, 3x Lumber), 3x3 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock vulcan statue footprint cost
building - roads and layout - Current buildRoad

Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.

decoration Footprint 1 x 1 tiles; Build progress 50; Needs town: No Free — no materials required. Increases movement speed by 15% Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building decoration roads layout road footprint
building - food chain - Current buildBeer Dolium

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 3 x 3 tiles; Build progress 50; Needs town: Yes Clay x3; Quest: The Scent of Memory Used to create beer from wheat. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain beer dolium scent memory footprint cost
building - food chain - Current buildGarum Dolium

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 3 x 3 tiles; Build progress 50; Needs town: Yes Clay x3; Quest: Honoring the Art Used to create garum from fish. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain garum dolium honoring art footprint cost
building - food chain - Current buildMead Dolium

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 3 x 3 tiles; Build progress 50; Needs town: Yes Clay x3; Research: 20 x Research Paper Used to create mead from honey. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain mead dolium research paper footprint cost
building - food chain - Current buildOlive Oil Dolium

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 3 x 3 tiles; Build progress 50; Needs town: Yes Clay x3 Worship upgrades Higher tiers of Olive Oil Dolium are unlocked by spending worship points in a god's tree, not built directly. Olive Oil Dolium Ceres · 1 p Used to create olive oil from olive paste. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain olive oil dolium footprint cost
building - food chain - Current buildWine Dolium

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 3 x 3 tiles; Build progress 50; Needs town: Yes Clay x3; Quest: In vino veritas Used to create wine from grape paste. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain wine dolium vino veritas footprint cost
building - settlement route - Current buildExplosive Pot

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Build progress 150; Needs town: No Free — no materials required. Explosive Pot: build cost (free to build), 1x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route explosive pot footprint
building - food chain - Current buildGiant's Farm Land

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 256 x 256 tiles; Build progress 80; Needs town: No Free — no materials required. Giant's Farm Land: build cost (free to build), 256x256 footprint in Romestead. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain giant farm land footprint
building - food chain - Current buildFarm Land

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 2 x 2 tiles; Build progress 80; Needs town: No Free — no materials required. Prepares the ground for planting seeds. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain farm land footprint
building - food chain - Current buildFarmstead

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 8 x 10 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x7 Stone x5; Quest: Honoring the Soil; Worker: Farmer Houses a farmer who can farm nearby crops. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain farmstead honoring soil farmer footprint cost
building - food chain - Current buildFarmstead - Level 2

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 8 x 10 tiles; Build progress 150; Needs town: No; Tier 2 Lumber x4 Stone x4 Clay x4; Worker: Farmer Upgrade level 1 Houses a farmer who can farm nearby crops. Max farmer rank increased to 7. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain farmstead level farmer upgrade footprint cost
building - food chain - Current buildFarmstead - Level 3

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 8 x 10 tiles; Build progress 150; Needs town: No; Tier 3 Lumber x4 Stone x4 Brick x5; Worker: Farmer Upgrade level 2 Houses a farmer who can farm nearby crops. Max farmer rank increased to 10. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain farmstead level farmer upgrade footprint cost
building - resource automation - Current buildFilm Studio

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 6 x 6 tiles; Build progress 150; Needs town: No Lumber x8 Stone x8 Film Studio: build cost (8x Lumber, 8x Stone), 6x6 footprint in Romestead. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation film studio footprint cost
building - roads and layout - Current buildFlagstone Path

Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.

decoration Footprint 1 x 1 tiles; Build progress 80; Needs town: No Free — no materials required. A decorative path for your town Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building decoration roads layout flagstone path footprint
building - food chain - Current buildFood Storage

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 4 x 3 tiles; Build progress 150; Needs town: Yes Lumber x4 Can store food and make it available for citizens in the town to consume. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain storage footprint cost
building - night defense - Current buildWood Gate Horizontal

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 3 x 1 tiles; Build progress 30; Needs town: No Lumber x1 Wood Gate Horizontal: build cost (1x Lumber), 3x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night wood gate horizontal footprint cost
building - night defense - Current buildWood Gate Vertical

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 1 x 3 tiles; Build progress 30; Needs town: No Lumber x1 Wood Gate Vertical: build cost (1x Lumber), 1x3 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night wood gate vertical footprint cost
building - night defense - Current buildWood Gate

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 3 x 1 tiles; Build progress 30; Needs town: No Lumber x1 Wood Gate: build cost (1x Lumber), 3x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night wood gate footprint cost
building - settlement route - Current buildIncendiary Pot

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Build progress 150; Needs town: No Free — no materials required. Incendiary Pot: build cost (free to build), 1x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route incendiary pot footprint
building - citizen housing - Current buildInsula

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

housing Footprint 7 x 8 tiles; Build progress 90; Needs town: No Lumber x2 Stone x3; Worker: Otiosus A home for your jobless citizens. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building housing citizen insula otiosus footprint cost
building - citizen housing - Current buildInsula

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

housing Footprint 7 x 8 tiles; Build progress 90; Needs town: No Brick x4; Quest: Virgil's Poem; Worker: Otiosus Upgrade level 1 A home for your jobless citizens. Increased space for each upgrade. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building housing citizen insula virgil poem otiosus upgrade level footprint cost
building - citizen housing - Current buildInsula

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

housing Footprint 7 x 8 tiles; Build progress 90; Needs town: No Concrete x4; Worker: Otiosus Upgrade level 2 A home for your jobless citizens. Increased space for each upgrade. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building housing citizen insula otiosus upgrade level footprint cost
building - night defense - Current buildInvisible Dummy

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 1 x 1 tiles; Build progress 50; Needs town: No Lumber x1 An invisible dummy for specific uses. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night invisible dummy footprint cost
building - citizen housing - Current buildLeather Bedroll

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

housing Footprint 2 x 3 tiles; Needs town: No Free — no materials required. Leather Bedroll: build cost (free to build), 2x3 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building housing citizen leather bedroll footprint
building - station unlock - Current buildLeatherworker

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x5 Stone x5; Worker: Leatherworker Houses a leatherworker who can craft gear from leather and hides. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock leatherworker footprint cost
building - station unlock - Current buildLeatherworker - Level 2

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 2 Lumber x3 Stone x4 Clay x2 Brick x5; Quest: Hunting Armaments; Worker: Leatherworker Upgrade level 1 Houses a leatherworker who can craft gear from leather and hides. Max leatherworker rank increased to 7. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock leatherworker level hunting armaments upgrade footprint cost
building - station unlock - Current buildLeatherworker - Level 3

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 3 Stone x5 Brick x4 Concrete x6; Worker: Leatherworker Upgrade level 2 Houses a leatherworker who can craft gear from leather and hides. Max leatherworker rank increased to 10. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock leatherworker level upgrade footprint cost
building - station unlock - Current buildLightbench

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 2 x 1 tiles; Needs town: No Free — no materials required. Lightbench: build cost (free to build), 2x1 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock lightbench footprint
building - settlement route - Current buildLightning Pot

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Build progress 150; Needs town: No Free — no materials required. Lightning Pot: build cost (free to build), 1x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route lightning pot footprint
building - resource automation - Current buildLogistics Tent

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 5 x 6 tiles; Build progress 150; Needs town: No Lumber x6 Stone x4; Quest: The Giant Owl Unlocks logistics for the town. Logistics allow you to create connections between buildings and infrastructure to automatically transfer goods. Also unlocks the ability to have repeatable... Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation logistics tent giant owl footprint cost
building - resource automation - Current buildLumber Yard

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 11 x 11 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x6 Stone x3; Worker: Lumberjack Houses a lumberjack who automatically acquires lumber. Speed is increased by the amount of trees nearby. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation lumber yard lumberjack footprint cost
building - resource automation - Current buildLumber Yard - Level 2

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 11 x 11 tiles; Build progress 150; Needs town: No; Tier 2 Lumber x6 Stone x5 Clay x2; Worker: Lumberjack Upgrade level 1 Houses a lumberjack who automatically acquires lumber. Speed is increased by the amount of trees nearby. Max lumberjack rank increased to 6. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation lumber yard level lumberjack upgrade footprint cost
building - resource automation - Current buildLumber Yard - Level 3

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 11 x 11 tiles; Build progress 150; Needs town: No; Tier 3 Lumber x6 Stone x6 Brick x5; Worker: Lumberjack Upgrade level 2 Houses a lumberjack who automatically acquires lumber. Speed is increased by the amount of trees nearby. Max lumberjack rank increased to 8. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation lumber yard level lumberjack upgrade footprint cost
building - resource automation - Current buildLumber Yard - Level 4

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 11 x 11 tiles; Build progress 150; Needs town: No; Tier 4 Lumber x8 Stone x8 Brick x6 Concrete x6; Worker: Lumberjack Upgrade level 3 Houses a lumberjack who automatically acquires lumber. Speed is increased by the amount of trees nearby. Max lumberjack rank increased to 10. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation lumber yard level lumberjack upgrade footprint cost
building - food chain - Current buildManual Mill

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 2 x 2 tiles; Build progress 50; Needs town: Yes Stone x4 Used to create flour from wheat and grind olives and grapes into paste. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain manual mill footprint cost
building - station unlock - Current buildMarble Brick Road Upgrade

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 1 x 1 tiles; Build progress 90; Needs town: No Free — no materials required. Increases movement speed by 75% Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock marble brick road upgrade footprint
building - roads and layout - Current buildMarble Road Upgrade

Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.

decoration Footprint 1 x 1 tiles; Build progress 90; Needs town: No Free — no materials required. Increases movement speed by 75% Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building decoration roads layout marble road upgrade footprint
building - resource automation - Current buildMarket

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 8 x 6 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x8 Stone x6 Clay x2; Quest: Art of Trade; Worker: Merchant Houses a merchant who sells various items depending on the biome, also buys any unwanted items from adventurers. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation market art trade merchant footprint cost
building - resource automation - Current buildMarket - Level 2

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 8 x 6 tiles; Build progress 150; Needs town: No; Tier 2 Lumber x8 Stone x6 Brick x6; Worker: Merchant Upgrade level 1 Houses a merchant who sells various items depending on the biome, also buys any unwanted items from adventurers. Max merchant rank increased to 7. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation market level merchant upgrade footprint cost
building - resource automation - Current buildMarket - Level 3

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 8 x 6 tiles; Build progress 150; Needs town: No; Tier 3 Stone x6 Brick x6 Concrete x6; Worker: Merchant Upgrade level 2 Houses a merchant who sells various items depending on the biome, also buys any unwanted items from adventurers. Max merchant rank increased to 10. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation market level merchant upgrade footprint cost
building - settlement route - Current buildMassive Pot

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 2 x 2 tiles; Build progress 150; Needs town: No Free — no materials required. Massive Pot: build cost (free to build), 2x2 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route massive pot footprint
building - storage and hauling - Current buildMaterial Storage

Place it near the production core and split food, build goods, rare goods, and trade surplus.

storage Footprint 9 x 6 tiles; Build progress 200; Needs town: No; Tier 1 Lumber x8 Clay x1; Quest: The Giant Owl Can hold resources and items. First-copy rare goods and current build materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building storage hauling material giant owl footprint cost
building - storage and hauling - Current buildMaterial Storage - Level 2

Place it near the production core and split food, build goods, rare goods, and trade surplus.

storage Footprint 9 x 6 tiles; Build progress 250; Needs town: No; Tier 2 Stone x6 Clay x1; Quest: The Giant Owl Can hold more resources and items. First-copy rare goods and current build materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building storage hauling material level giant owl footprint cost
building - storage and hauling - Current buildMaterial Storage - Level 3

Place it near the production core and split food, build goods, rare goods, and trade surplus.

storage Footprint 9 x 6 tiles; Build progress 350; Needs town: No; Tier 3 Brick x10; Research: 30 x Research Paper Can hold even more resources and items. First-copy rare goods and current build materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building storage hauling material level research paper footprint cost
building - storage and hauling - Current buildMaterial Storage - Level 4

Place it near the production core and split food, build goods, rare goods, and trade surplus.

storage Footprint 9 x 6 tiles; Build progress 200; Needs town: No; Tier 4 Marble x10 Concrete x2; Research: 30 x Research Paper Can hold very many resources and items. First-copy rare goods and current build materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building storage hauling material level research paper footprint cost
building - settlement route - Current buildChest

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 2 x 1 tiles; Needs town: No Free — no materials required. Chest: build cost (free to build), 2x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route chest footprint
building - settlement route - Current buildDrum

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Needs town: No Free — no materials required. Drum: build cost (free to build), 1x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route drum footprint
building - settlement route - Current buildLyre

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Needs town: No Free — no materials required. Lyre: build cost (free to build), 1x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route lyre footprint
building - citizen housing - Current buildEmpty House

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

housing Footprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 1 Lumber x2 Stone x2 Your own home to furnish and decorate. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building housing citizen empty house footprint cost
building - citizen housing - Current buildEmpty House - Level 2

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

housing Footprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 2 Lumber x4 Stone x2 Clay x2; Quest: The Giant Owl Your own home to furnish and decorate. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building housing citizen empty house level giant owl footprint cost
building - citizen housing - Current buildEmpty House - Level 3

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

housing Footprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 3 Lumber x4 Stone x2 Concrete x6 Brick x8; Research: 20 x Research Paper Your own home to furnish and decorate. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building housing citizen empty house level research paper footprint cost
building - citizen housing - Current buildEmpty House - Level 4

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

housing Footprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 4 Lumber x4 Stone x2 Marble x6; Research: 30 x Research Paper Your own home to furnish and decorate. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building housing citizen empty house level research paper footprint cost
building - citizen housing - Current buildCamping Tent

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

housing Footprint 2 x 3 tiles; Needs town: No Free — no materials required. Camping Tent: build cost (free to build), 2x3 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building housing citizen camping tent footprint
building - settlement route - Current buildPoison Pot

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Build progress 150; Needs town: No Free — no materials required. Poison Pot: build cost (free to build), 1x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route poison pot footprint
building - station unlock - Current buildPottery

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x3 Stone x3 Clay x4; Quest: Declaration of War; Worker: Potter Houses a potter who can produce various goods with clay. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock pottery declaration war potter footprint cost
building - station unlock - Current buildPottery - Level 2

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2 Stone x4 Brick x3; Worker: Potter Upgrade level 1 Houses a potter who can produce various goods with clay. Max potter rank increased to 10. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock pottery level potter upgrade footprint cost
building - resource automation - Current buildQuarry

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 13 x 12 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x8 Stone x6 Clay x3; Quest: The Copper Consistency; Worker: Miner Houses a miner who can automatically mine various minerals depending on the biome. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation quarry copper consistency miner footprint cost
building - resource automation - Current buildQuarry - Level 2

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 13 x 12 tiles; Build progress 150; Needs town: No; Tier 2 Lumber x2 Stone x8 Brick x6; Worker: Miner Upgrade level 1 Houses a miner who can automatically mine various minerals depending on the biome. Max miner rank increased to 6. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation quarry level miner upgrade footprint cost
building - resource automation - Current buildQuarry - Level 3

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 13 x 12 tiles; Build progress 150; Needs town: No; Tier 3 Lumber x2 Stone x3 Brick x4 Concrete x6; Worker: Miner Upgrade level 2 Houses a miner who can automatically mine various minerals depending on the biome. Max miner rank increased to 8. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation quarry level miner upgrade footprint cost
building - resource automation - Current buildQuarry - Level 4

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 13 x 12 tiles; Build progress 150; Needs town: No; Tier 4 Stone x2 Brick x2 Concrete x5 Marble x8; Worker: Miner Upgrade level 3 Houses a miner who can automatically mine various minerals depending on the biome. Max miner rank increased to 10. Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation quarry level miner upgrade footprint cost
building - settlement route - Current buildSculptor

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 8 x 7 tiles; Build progress 200; Needs town: No Lumber x8 Stone x6; Research: 30 x Research Paper; Worker: Sculptor A workshop where a Sculptor can create various artistic goods from stone and marble. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route sculptor research paper footprint cost
building - late layout - Current buildDemolish Construction

Place it only when it fixes the active blocker instead of adding another thing to defend.

decoration Footprint 1 x 1 tiles; Needs town: No Free — no materials required. Destroys a building or decoration and leaves some materials behind. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building decoration late layout demolish construction footprint
building - night defense - Current buildRemove walls

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 1 x 1 tiles; Needs town: No Free — no materials required. Select a wall tile to be removed Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night remove walls footprint
building - settlement route - Current buildRemove Site

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Needs town: No Free — no materials required. Remove a construction site Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route remove site footprint
building - settlement route - Current buildRemove Crop

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Needs town: No Free — no materials required. Removes a planted crop or seed. WARNING: this will destroy the crop, not harvest it. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route remove crop footprint
building - roads and layout - Current buildRemove roads

Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.

decoration Footprint 1 x 1 tiles; Needs town: No Free — no materials required. Select a road tile to be removed Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building decoration roads layout remove footprint
building - late layout - Current buildRemove Tree Stub

Place it only when it fixes the active blocker instead of adding another thing to defend.

decoration Footprint 1 x 1 tiles; Needs town: No Free — no materials required. Remove a tree stub Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building decoration late layout remove tree stub footprint
building - settlement route - Current buildSmall Pot

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Build progress 20; Needs town: No Free — no materials required. Small Pot: build cost (free to build), 1x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route small pot footprint
building - settlement route - Current buildSpike Trap

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 2 x 2 tiles; Build progress 50; Needs town: No Stone x2 A sharp surprise. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route spike trap footprint cost
building - roads and layout - Current buildStone Road Upgrade

Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.

decoration Footprint 1 x 1 tiles; Build progress 80; Needs town: No Free — no materials required. Increases movement speed by 30% Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building decoration roads layout stone road upgrade footprint
building - night defense - Current buildTarget Dummy

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 1 x 1 tiles; Build progress 50; Needs town: No Lumber x1 A target dummy to test attacks against. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night target dummy footprint cost
building - food chain - Current buildTavern

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 12 x 6 tiles; Build progress 150; Needs town: No Lumber x8 Stone x6 Tavern Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain tavern footprint cost
building - station unlock - Current buildTemple

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 11 x 14 tiles; Build progress 360; Needs town: No Stone x8 Concrete x10 Brick x8; Quest: Profane Artifice; Worker: Priest Temple: build cost (8x Stone, 10x Concrete, 8x Brick), 11x14 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock temple profane artifice priest footprint cost
building - late layout - Current buildTest Decoration

Place it only when it fixes the active blocker instead of adding another thing to defend.

decoration Footprint 2 x 2 tiles; Needs town: No Stone x1 Test Decoration: build cost (1x Stone), 2x2 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building decoration late layout test footprint cost
building - late layout - Current buildTest Decoration

Place it only when it fixes the active blocker instead of adding another thing to defend.

decoration Footprint 2 x 2 tiles; Needs town: No Stone x1 Test Decoration: build cost (1x Stone), 2x2 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building decoration late layout test footprint cost
building - settlement route - Current buildPlaceable Dirt

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Build progress 20; Needs town: No Free — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Current Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free Changes the grounds appearance Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route placeable dirt footprint
building - settlement route - Current buildPlaceable Grass - Dry Plains

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Build progress 20; Needs town: No Free — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Current Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free Changes the grounds appearance Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route placeable grass dry plains footprint
building - settlement route - Current buildPlaceable Grass - Plains

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Build progress 20; Needs town: No Free — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Current Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free Changes the grounds appearance Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route placeable grass plains footprint
building - settlement route - Current buildPlaceable Sand - Desert

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Build progress 20; Needs town: No Free — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Current Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free Changes the grounds appearance Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route placeable sand desert footprint
building - settlement route - Current buildPlaceable Tall Grass - Dry Plains

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Build progress 20; Needs town: No Free — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Current Free Placeable Tall Grass - Plains Free Changes the grounds appearance Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route placeable tall grass dry plains footprint
building - settlement route - Current buildPlaceable Tall Grass - Plains

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 1 x 1 tiles; Build progress 20; Needs town: No Free — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Current Free Changes the grounds appearance Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route placeable tall grass plains footprint
building - settlement route - Current buildTown Core

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 2 x 2 tiles; Build progress 60; Needs town: No Stone x1 Lumber x1 The starting point for any new settlement. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route town core footprint cost
building - roads and layout - Current buildTown Stone Road Upgrade

Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.

decoration Footprint 1 x 1 tiles; Build progress 80; Needs town: No Free — no materials required. Increases movement speed by 30% Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building decoration roads layout town stone road upgrade footprint
building - resource automation - Current buildTrading Post

Check tool access, hauling distance, and storage before scaling the resource route.

resource Footprint 10 x 11 tiles; Build progress 150; Needs town: No Lumber x8 Stone x6; Research: 10 x Research Paper; Worker: Carrier Houses a Carrier who can move goods from this town to other towns. The other towns must also have a Trading Post in order to set... Tool time, hauling route, storage slots, and first stacks of new materials. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building resource automation trading post research paper carrier footprint cost
building - station unlock - Current buildUniversity

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 9 x 12 tiles; Build progress 150; Needs town: No Lumber x4 Stone x6 Brick x8; Quest: Significant Pursuit; Worker: Philosopher Houses a philosopher who can perform research and create scrolls. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock university significant pursuit philosopher footprint cost
building - station unlock - Current buildUniversity

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 9 x 12 tiles; Build progress 150; Needs town: No Lumber x8 Stone x6; Worker: Philosopher Upgrade level 1 Houses a philosopher who can perform research and create scrolls. Max philosopher rank increased to 10. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock university philosopher upgrade level footprint cost
building - night defense - Current buildConcrete Wall Corner

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 1 x 1 tiles; Build progress 40; Needs town: No Concrete x1 Concrete Wall Corner: build cost (1x Concrete), 1x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night concrete wall corner footprint cost
building - night defense - Current buildConcrete Wall Horizontal

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 3 x 1 tiles; Build progress 40; Needs town: No Concrete x1 Concrete Wall Horizontal: build cost (1x Concrete), 3x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night concrete wall horizontal footprint cost
building - night defense - Current buildConcrete Wall Vertical

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 1 x 3 tiles; Build progress 40; Needs town: No Concrete x1 Concrete Wall Vertical: build cost (1x Concrete), 1x3 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night concrete wall vertical footprint cost
building - night defense - Current buildConcrete Wall

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 3 x 1 tiles; Build progress 40; Needs town: No Concrete x1 Concrete Wall: build cost (1x Concrete), 3x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night concrete wall footprint cost
building - night defense - Current buildMarble Wall Corner

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 1 x 1 tiles; Build progress 50; Needs town: No Marble x1 Marble Wall Corner: build cost (1x Marble), 1x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night marble wall corner footprint cost
building - night defense - Current buildMarble Wall Horizontal

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 3 x 1 tiles; Build progress 50; Needs town: No Marble x1 Marble Wall Horizontal: build cost (1x Marble), 3x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night marble wall horizontal footprint cost
building - night defense - Current buildMarble Wall Vertical

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 1 x 3 tiles; Build progress 50; Needs town: No Marble x1 Marble Wall Vertical: build cost (1x Marble), 1x3 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night marble wall vertical footprint cost
building - night defense - Current buildMarble Wall

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 3 x 1 tiles; Build progress 50; Needs town: No Marble x1 Marble Wall: build cost (1x Marble), 3x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night marble wall footprint cost
building - night defense - Current buildStone Wall Corner

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 1 x 1 tiles; Build progress 30; Needs town: No Stone x1 Stone Wall Corner: build cost (1x Stone), 1x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night stone wall corner footprint cost
building - night defense - Current buildStone Wall Horizontal

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 3 x 1 tiles; Build progress 30; Needs town: No Stone x1 Stone Wall Horizontal: build cost (1x Stone), 3x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night stone wall horizontal footprint cost
building - night defense - Current buildStone Wall Vertical

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 1 x 3 tiles; Build progress 30; Needs town: No Stone x1 Stone Wall Vertical: build cost (1x Stone), 1x3 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night stone wall vertical footprint cost
building - night defense - Current buildStone Wall

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 3 x 1 tiles; Build progress 30; Needs town: No Stone x1 Worship upgrades Higher tiers of Stone Wall are unlocked by spending worship points in a god's tree, not built directly. Stone Wall Vulcan · 1 p Stone Wall: build cost (1x Stone), 3x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night stone wall footprint cost
building - night defense - Current buildWood Wall Corner

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 1 x 1 tiles; Build progress 24; Needs town: No Lumber x1 Wood Wall Corner: build cost (1x Lumber), 1x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night wood wall corner footprint cost
building - night defense - Current buildWood Wall Horizontal

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 3 x 1 tiles; Build progress 24; Needs town: No Lumber x1 Wood Wall Horizontal: build cost (1x Lumber), 3x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night wood wall horizontal footprint cost
building - night defense - Current buildWood Wall Vertical

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 1 x 3 tiles; Build progress 24; Needs town: No Lumber x1 Wood Wall Vertical: build cost (1x Lumber), 1x3 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night wood wall vertical footprint cost
building - night defense - Current buildWood Wall

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

defense Footprint 3 x 1 tiles; Build progress 24; Needs town: No Lumber x1 Wood Wall: build cost (1x Lumber), 3x1 footprint in Romestead. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building defense night wood wall footprint cost
building - food chain - Current buildWatermill (East)

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x8 Stone x6 Needs to be placed next to water. Works as an automatic mill. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain watermill east footprint cost
building - food chain - Current buildWatermill (North)

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x8 Stone x6 Needs to be placed next to water. Works as an automatic mill. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain watermill north footprint cost
building - food chain - Current buildWatermill (South)

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x8 Stone x6 Needs to be placed next to water. Works as an automatic mill. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain watermill south footprint cost
building - food chain - Current buildWatermill (West)

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x8 Stone x6 Needs to be placed next to water. Works as an automatic mill. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain watermill west footprint cost
building - food chain - Current buildWatermill

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1 Lumber x8 Stone x6; Quest: Honoring the Craft Needs to be placed next to water. Works as an automatic mill. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain watermill honoring craft footprint cost
building - food chain - Current buildWatermill - Level 2 (East)

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2 Lumber x4 Stone x6 Brick x6 Watermill - Level 2 (East): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain watermill level east footprint cost
building - food chain - Current buildWatermill - Level 2 (North)

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2 Lumber x4 Stone x6 Brick x6 Watermill - Level 2 (North): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain watermill level north footprint cost
building - food chain - Current buildWatermill - Level 2 (South)

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2 Lumber x4 Stone x6 Brick x6 Watermill - Level 2 (South): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain watermill level south footprint cost
building - food chain - Current buildWatermill - Level 2 (West)

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

food Footprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2 Lumber x4 Stone x6 Brick x6 Watermill - Level 2 (West): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead. Food floor, pots, crop inputs, fish, and finished meals. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building food chain watermill level west footprint cost
building - settlement route - Current buildWell

Place it only when it fixes the active blocker instead of adding another thing to defend.

building Footprint 3 x 3 tiles; Build progress 50; Needs town: Yes Stone x4; Quest: The Moonstring A reusable water source, conveniently located wherever you want. Storage core, food chain, defense lane, and current construction stock. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building settlement route well moonstring footprint cost
building - station unlock - Current buildWorkbench

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

crafting Footprint 2 x 1 tiles; Needs town: No Free — no materials required. Workbench: build cost (free to build), 2x1 footprint in Romestead. Last copies of bars, cloth, leather, Clay, Concrete, and rare station inputs. Confirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods. building crafting station unlock workbench footprint
creature - volcanic combat - Current buildAshen Jumping Skull

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 70 HP; 6 armor Weak to: Bludgeoning & Water Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops ashen jumping skull bludgeoning water
creature - volcanic combat - Current buildAshen Skeleton Archer

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 100 HP; 12 armor Weak to: Bludgeoning & Water Drop leads: Iron Arrow x 10–20 Bone 40 % x 1 Coal 50 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops ashen skeleton archer bludgeoning water iron arrow bone coal
creature - volcanic combat - Current buildAshen Skeleton Warrior

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 100 HP; 12 armor Weak to: Bludgeoning & Water Drop leads: Bone 40 % x 1 Coal 50 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops ashen skeleton warrior bludgeoning water bone coal
creature - volcanic combat - Current buildAshman

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 10 HP; 0 armor Weak to: Slashing & Piercing & Bludgeoning & Water Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops ashman slashing piercing bludgeoning water
creature - volcanic combat - Current buildBear Cub

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 25 HP; 0 armor Weak to: Fire & Nature Drop leads: Wood Stick 1 % x 1 Leather x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops bear cub fire nature wood stick leather
creature - volcanic combat - Current buildBear

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 50 HP; 3 armor Weak to: Fire & Nature Drop leads: Wood Stick 1 % x 1 Cured Hide x 2 Leather 66 % x 1–2 Leather 33 % x 1–2 Raw Meat Haunch 40 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops bear fire nature wood stick cured hide leather raw
creature - desert combat - Current buildBig Scorpion

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 45 HP; 6 armor Weak to: — Drop leads: Poison Gland 50 % x 1 Chitin x 1–2 Raw Scorpion Meat 70 % x 1 Raw Scorpion Meat 10 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops big scorpion poison gland chitin raw meat
creature - combat drop route - Current buildBilian

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 50 HP; 0 armor Weak to: Bludgeoning & Water Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops bilian bludgeoning water
creature - combat drop route - Current buildBird

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 2 HP; 0 armor Weak to: Check weapon match Drop leads: Egg 40 % x 1 Raw Small Game Meat x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops bird check weapon match egg raw small game meat
creature - forest food and hide route - Current buildBoar

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 20 HP; 0 armor Weak to: Check weapon match Drop leads: Leather x 1–2 Leather 20 % x 1 Raw Meat Cut x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops boar check weapon match leather raw meat cut
creature - swamp or water-edge combat - Current buildBone Crab

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 70 HP; 12 armor Weak to: Piercing & Water Drop leads: Bone x 2–3 Fossilised Skull 1 % x 1 Strange crab Meat x 1–3 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops bone crab piercing water fossilised skull strange meat
creature - volcanic combat - Current buildBurning Bloat

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 70 HP; 12 armor Weak to: Water & Cosmo Drop leads: Bone 33 % x 1 Coal 50 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops burning bloat water cosmo bone coal
creature - volcanic combat - Current buildBurning Centurion

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 80 HP; 12 armor Weak to: Water & Cosmo Drop leads: Bone 33 % x 1 Coal 50 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops burning centurion water cosmo bone coal
creature - volcanic combat - Current buildBurning Crawler

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 60 HP; 6 armor Weak to: Water & Cosmo Drop leads: Bone 33 % x 1 Coal 50 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops burning crawler water cosmo bone coal
creature - volcanic combat - Current buildBurning Walker

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 60 HP; 6 armor Weak to: Water & Cosmo Drop leads: Bone 33 % x 1 Coal 50 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops burning walker water cosmo bone coal
creature - volcanic combat - Current buildBush Crab

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 15 HP; 0 armor Weak to: Slashing & Fire & Necro Drop leads: Strange crab Meat x 1–2 Strange crab Meat 30 % x 1 Oak Gall 1 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops bush crab slashing fire necro strange meat oak gall
creature - forest food and hide route - Current buildDeer Female

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 20 HP; 0 armor Weak to: Check weapon match Drop leads: Leather 50 % x 1 Cured Hide x 1 Cured Hide 66 % x 1 Raw Meat Haunch x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops deer female check weapon match leather cured hide raw
creature - forest food and hide route - Current buildDeer Male

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 20 HP; 0 armor Weak to: Check weapon match Drop leads: Leather 50 % x 1 Cured Hide x 1 Cured Hide 66 % x 1 Raw Meat Haunch x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops deer male check weapon match leather cured hide raw
creature - combat drop route - Current buildEngineer

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 45 HP; 6 armor Weak to: Nature Drop leads: Quadrans 40 % x 10–30 Iron Bar 3 % x 1 Salamander Jerky 10 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops engineer nature quadrans iron bar salamander jerky
creature - volcanic combat - Current buildExplosive Jumping Skull

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 10 HP; 0 armor Weak to: Bludgeoning & Fire & Cosmo Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops explosive jumping skull bludgeoning fire cosmo
creature - combat drop route - Current buildExplosive Turtle

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 50 HP; 0 armor Weak to: — Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops explosive turtle
creature - volcanic combat - Current buildFallen Bloat

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 20 HP; 0 armor Weak to: Fire & Nature & Cosmo Drop leads: Bone 33 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops fallen bloat fire nature cosmo bone
creature - bone and coal route - Current buildFallen Centurion

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 20 HP; 2 armor Weak to: Check weapon match Drop leads: Bone 33 % x 1 Coal 50 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops fallen centurion check weapon match bone coal
creature - volcanic combat - Current buildFallen Crawler

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 10 HP; 0 armor Weak to: Fire & Nature & Cosmo Drop leads: Bone 50 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops fallen crawler fire nature cosmo bone
creature - volcanic combat - Current buildFallen Spear

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 10 HP; 0 armor Weak to: Fire & Nature & Cosmo Drop leads: Bone 33 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops fallen spear fire nature cosmo bone
creature - volcanic combat - Current buildFallen Sword

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 10 HP; 0 armor Weak to: Fire & Nature & Cosmo Drop leads: Bone 33 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops fallen sword fire nature cosmo bone
creature - volcanic combat - Current buildFallen

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 10 HP; 0 armor Weak to: Fire & Nature & Cosmo Drop leads: Bone 33 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops fallen fire nature cosmo bone
creature - volcanic combat - Current buildFire Elemental

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 100 HP; 10 armor Weak to: Water & Cosmo Drop leads: Radiant Pilum Tip 1 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops fire elemental water cosmo radiant pilum tip
creature - volcanic combat - Current buildFire Statue

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 50 HP; 0 armor Weak to: — Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops fire statue
creature - combat drop route - Current buildFrog

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 2 HP; 0 armor Weak to: Check weapon match Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops frog check weapon match
creature - combat drop route - Current buildGoat Female

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 10 HP; 0 armor Weak to: Check weapon match Drop leads: Wool x 1 Cheese 20 % x 1 Leather 40 % x 1 Raw Meat Cut 40 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops goat female check weapon match wool cheese leather raw
creature - combat drop route - Current buildGoat Male

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 10 HP; 0 armor Weak to: Check weapon match Drop leads: Wool x 1 Cheese 20 % x 1 Leather 40 % x 1 Raw Meat Cut 40 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops goat male check weapon match wool cheese leather raw
creature - combat drop route - Current buildGorgon

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 110 HP; 6 armor Weak to: Nature & Necro Drop leads: Mirror 4 % x 1 Medusa's Head 33 % x 1 Stone Heart 10 % x 1 Quadrans x 8–16 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops gorgon nature necro mirror medusa head stone heart quadrans
creature - desert combat - Current buildGrey Satyr Barbarian

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 25 HP; 3 armor Weak to: — Drop leads: Quadrans x 2–5 Brittonic Ring 0.5 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops grey satyr barbarian quadrans brittonic ring
creature - desert combat - Current buildGrey Satyr Brute

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 30 HP; 3 armor Weak to: — Drop leads: Quadrans x 3–5 Copper Bar 25 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops grey satyr brute quadrans copper bar
creature - desert combat - Current buildGrey Satyr Ranger

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 30 HP; 3 armor Weak to: — Drop leads: Quadrans x 1–5 White Currant 5 % x 1–3 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops grey satyr ranger quadrans white currant
creature - desert combat - Current buildGrey Satyr Tiny

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 35 HP; 3 armor Weak to: — Drop leads: Quadrans x 1–2 Flint Arrow 10 % x 1–10 Food Nuts 10 % x 2–3 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops grey satyr tiny quadrans flint arrow food nuts
creature - combat drop route - Current buildJumping Skull

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 10 HP; 0 armor Weak to: Bludgeoning & Cosmo Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops jumping skull bludgeoning cosmo
creature - combat drop route - Current buildLava Construct

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 200 HP; 18 armor Weak to: Water & Cosmo Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops lava construct water cosmo
creature - combat drop route - Current buildLava Lizard

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 5 HP; 0 armor Weak to: — Drop leads: Raw Salamander Meat x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops lava lizard raw salamander meat
creature - volcanic combat - Current buildLava Snake

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 60 HP; 6 armor Weak to: Water Drop leads: Firescale x 1–3 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops lava snake water firescale
creature - combat drop route - Current buildLava Spitter

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 65 HP; 6 armor Weak to: Water Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops lava spitter water
creature - combat drop route - Current buildLizard

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 5 HP; 0 armor Weak to: Check weapon match Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops lizard check weapon match
creature - combat drop route - Current buildMagus Ceres

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 80 HP; 10 armor Weak to: Check weapon match Drop leads: Mystic Potion 5 % x 1 Denarius 60 % x 1 Ember Cloth x 1–2 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops magus ceres check weapon match mystic potion denarius ember
creature - combat drop route - Current buildMagus Diana

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 30 HP; 3 armor Weak to: Check weapon match Drop leads: Mystic Potion 1 % x 1 Wool x 1–3 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops magus diana check weapon match mystic potion wool
creature - combat drop route - Current buildMagus Mars

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 55 HP; 3 armor Weak to: Check weapon match Drop leads: Mystic Potion 4 % x 1 Linen x 1–2 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops magus mars check weapon match mystic potion linen
creature - combat drop route - Current buildMagus Mercury

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 55 HP; 3 armor Weak to: Check weapon match Drop leads: Mystic Potion 4 % x 1 Linen x 1–2 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops magus mercury check weapon match mystic potion linen
creature - combat drop route - Current buildMagus Minerva

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 30 HP; 3 armor Weak to: Check weapon match Drop leads: Mystic Potion 1 % x 1 Wool x 1–3 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops magus minerva check weapon match mystic potion wool
creature - combat drop route - Current buildMagus Orcus

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 100 HP; 13 armor Weak to: Check weapon match Drop leads: Mystic Potion 5 % x 1 Denarius 60 % x 2–4 Ethereal Fabric 0 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops magus orcus check weapon match mystic potion denarius ethereal
creature - combat drop route - Current buildMagus Venus

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 100 HP; 13 armor Weak to: Check weapon match Drop leads: Mystic Potion 6 % x 1 Denarius 60 % x 2–4 Ethereal Fabric 0 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops magus venus check weapon match mystic potion denarius ethereal
creature - combat drop route - Current buildMagus Vulcan

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 80 HP; 10 armor Weak to: Check weapon match Drop leads: Mystic Potion 5 % x 1 Denarius 60 % x 1 Ember Cloth x 1–2 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops magus vulcan check weapon match mystic potion denarius ember
creature - combat drop route - Current buildMaster Engineer

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 45 HP; 6 armor Weak to: Nature Drop leads: Quadrans 40 % x 10–30 Iron Bar 10 % x 1 Salamander Jerky 33 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops master engineer nature quadrans iron bar salamander jerky
creature - combat drop route - Current buildMaximus Memeus

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 999 HP; 10 armor Weak to: Check weapon match Drop leads: Schematic: Logistics Tent x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops maximus memeus check weapon match schematic logistics tent
creature - combat drop route - Current buildMouse

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 2 HP; 0 armor Weak to: Check weapon match Drop leads: Raw Small Game Meat x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops mouse check weapon match raw small game meat
creature - volcanic combat - Current buildPhoenix Egg

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 40 HP; 0 armor Weak to: Check weapon match Drop leads: Raw Phoenix Wing x 1–2 Old Phoenix Feather 10 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops phoenix egg check weapon match raw wing old feather
creature - volcanic combat - Current buildPotman

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 10 HP; 0 armor Weak to: Slashing & Piercing & Bludgeoning Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops potman slashing piercing bludgeoning
creature - combat drop route - Current buildRabbit

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 5 HP; 0 armor Weak to: Check weapon match Drop leads: Leather 50 % x 1 Raw Small Game Meat x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops rabbit check weapon match leather raw small game meat
creature - combat drop route - Current buildRat Big

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 20 HP; 0 armor Weak to: Check weapon match Drop leads: Raw Meat Cut x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops rat big check weapon match raw meat cut
creature - combat drop route - Current buildRat Giant

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 80 HP; 6 armor Weak to: Check weapon match Drop leads: Raw Meat Haunch x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops rat giant check weapon match raw meat haunch
creature - combat drop route - Current buildRat

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 7 HP; 0 armor Weak to: Check weapon match Drop leads: Raw Small Game Meat x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops rat check weapon match raw small game meat
creature - volcanic combat - Current buildRock Crab

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 20 HP; 10 armor Weak to: Slashing & Fire & Necro Drop leads: Strange crab Meat x 1–2 Strange crab Meat 30 % x 1 Petrified Wood 1 % x 1 Stone Heart 1 % x 1 Crab Fossil 1 % x 1 Chitin x 1–2 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops rock crab slashing fire necro strange meat petrified wood
creature - desert combat - Current buildSatyr Barbarian

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 45 HP; 6 armor Weak to: Nature Drop leads: Quadrans 40 % x 1–10 Cooked Meat Cut x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops satyr barbarian nature quadrans cooked meat cut
creature - desert combat - Current buildSatyr Brute

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 55 HP; 6 armor Weak to: Nature Drop leads: Quadrans 40 % x 5–10 Wine 40 % x 1 Grapes x 1–2 Radiant Pilum Shank 1 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops satyr brute nature quadrans wine grapes radiant pilum shank
creature - desert combat - Current buildSatyr Ranger

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 70 HP; 6 armor Weak to: Nature Drop leads: Quadrans 40 % x 5–10 Flint Arrow 70 % x 20–30 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops satyr ranger nature quadrans flint arrow
creature - desert combat - Current buildSatyr Tiny (Pyzifax Scout)

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 20 HP; 4 armor Weak to: Nature Drop leads: Declaration of War - Pyzifax x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops satyr tiny pyzifax scout nature declaration war
creature - desert combat - Current buildSatyr Tiny

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 20 HP; 6 armor Weak to: Nature Drop leads: Quadrans 40 % x 4–6 Flint Shard 15 % x 5–10 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops satyr tiny nature quadrans flint shard
creature - desert combat - Current buildSatyr Watchtower

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 80 HP; 10 armor Weak to: Check weapon match Drop leads: Copper Arrow 90 % x 10–20 Wood Plank 50 % x 2–4 Flint Shard 50 % x 2–4 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops satyr watchtower check weapon match copper arrow wood plank
creature - combat drop route - Current buildScarab

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 5 HP; 0 armor Weak to: Check weapon match Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops scarab check weapon match
creature - volcanic combat - Current buildSkeleton Archer

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 50 HP; 7 armor Weak to: Bludgeoning & Fire & Cosmo Drop leads: Copper Arrow x 10–20 Quadrans 50 % x 5–15 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops skeleton archer bludgeoning fire cosmo copper arrow quadrans
creature - volcanic combat - Current buildSkeleton Warrior

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 50 HP; 7 armor Weak to: Bludgeoning & Fire & Cosmo Drop leads: Bone x 2–5 Quadrans 50 % x 5–15 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops skeleton warrior bludgeoning fire cosmo bone quadrans
creature - desert combat - Current buildSmall Scorpion

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 20 HP; 0 armor Weak to: — Drop leads: Poison Gland 10 % x 1 Chitin 40 % x 1 Raw Scorpion Meat 20 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops small scorpion poison gland chitin raw meat
creature - combat drop route - Current buildSnake Chest Trap

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 50 HP; 0 armor Weak to: Check weapon match Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops snake chest trap check weapon match
creature - swamp or water-edge combat - Current buildSnake

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 20 HP; 0 armor Weak to: — Drop leads: Poison Gland x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops snake poison gland
creature - combat drop route - Current buildSquirrel

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 2 HP; 0 armor Weak to: Check weapon match Drop leads: Raw Small Game Meat x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops squirrel check weapon match raw small game meat
creature - swamp or water-edge combat - Current buildSwamp Placeholder

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 50 HP; 0 armor Weak to: Check weapon match Drop leads: Mint Seeds x 1 Mint Seeds 10 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops swamp placeholder check weapon match mint seeds
creature - combat drop route - Current buildTrap Onaggroed Snakes Bush

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 50 HP; 0 armor Weak to: Check weapon match Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops trap onaggroed snakes bush check weapon match
creature - combat drop route - Current buildTrap Oninteract Snakes Chest

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 50 HP; 0 armor Weak to: Check weapon match Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops trap oninteract snakes chest check weapon match
creature - combat drop route - Current buildTrap Onoutofhealth Snakes Barrel

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 1 HP; 0 armor Weak to: Check weapon match Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops trap onoutofhealth snakes barrel check weapon match
creature - combat drop route - Current buildTurtle

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 50 HP; 0 armor Weak to: Check weapon match Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops turtle check weapon match
creature - volcanic combat - Current buildVulture

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 80 HP; 0 armor Weak to: Fire Drop leads: Egg x 1 Vulture Scent Gland 10 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops vulture fire egg scent gland
creature - forest food and hide route - Current buildWhite Deer Female

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 20 HP; 0 armor Weak to: Check weapon match Drop leads: Leather x 2–5 Cured Hide x 1–2 Raw Meat Haunch x 2 Torn Pelts x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops white deer female check weapon match leather cured hide
creature - forest food and hide route - Current buildWhite Deer Male

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 20 HP; 0 armor Weak to: Check weapon match Drop leads: Leather x 2–4 Cured Hide x 1–3 Raw Meat Haunch x 2 Torn Pelts x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops white deer male check weapon match leather cured hide
creature - forest food and hide route - Current buildWhite Deer

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 20 HP; 0 armor Weak to: Check weapon match Drop leads: Cured Hide x 1 Material Venison x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops white deer check weapon match cured hide material venison
creature - volcanic combat - Current buildWolf Alpha

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 35 HP; 1 armor Weak to: Fire & Nature Use this as a combat-read row before pushing the route. Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops wolf alpha fire nature
creature - volcanic combat - Current buildWolf

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 25 HP; 0 armor Weak to: Fire & Nature Drop leads: Leather x 1–2 Leather 30 % x 1 Raw Meat Cut 40 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops wolf fire nature leather raw meat cut
creature - volcanic combat - Current buildWraith

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature 120 HP; 20 armor Weak to: Fire & Water & Cosmo Drop leads: Trinket Power Ring 1 % x 1 Rare drops, first creature materials, and any item that feeds a future recipe or offering. Enemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it. creature combat drops wraith fire water cosmo trinket power ring
boss - desert boss prep - Current buildCyclops

Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.

boss 500 HP; +33 per extra player; Temple of the Eye Scout Temple of the Eye with food, return timing, and repaired gear. Reward leads: Granite Tooth x 1 Cyclops Shard x 2–3 Nail of the Cyclops x 1–2 Quadrans x 25–30 Denarius x 6–9 Traveler's Coin x 3–4 First-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules. Confirm the trigger and repeat value in the current build before farming the route. boss drops combat cyclops temple eye granite tooth shard nail quadrans denarius
boss - late boss prep - Current buildDi Inferi

Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.

boss 700 HP; +33 per extra player; The Temple of Orcus Scout The Temple of Orcus with food, return timing, and repaired gear. Reward leads: Minor Health Potion x 1 First-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules. Confirm the trigger and repeat value in the current build before farming the route. boss drops combat inferi temple orcus minor health potion
boss - desert boss prep - Current buildMedusa

Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.

boss 400 HP; +33 per extra player; Medusa's Gallery of Souls Scout Medusa's Gallery of Souls with food, return timing, and repaired gear. Reward leads: Mirror x 1 First-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules. Confirm the trigger and repeat value in the current build before farming the route. boss drops combat medusa gallery souls mirror
boss - first boss prep - Current buildGuardian of Minerva

Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.

boss 225 HP; +70 per extra player; Guardian of Minerva's Nest Scout Guardian of Minerva's Nest with food, return timing, and repaired gear. Reward leads: Guardian's Eye x 1 Guardians Feather x 2–3 Guardians Talon x 1–2 Copper Bar x 3–5 Quadrans x 10–70 Denarius x 1–2 First-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules. Confirm the trigger and repeat value in the current build before farming the route. boss drops combat guardian minerva nest eye guardians feather talon copper bar
boss - late boss prep - Current buildGreat Phoenix of Arabia

Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.

boss 1200 HP; +100 per extra player; Scorched Shrine Scout Scorched Shrine with food, return timing, and repaired gear. Reward leads: Phoenix Feather x 1 Pyromancer's Ring x 1–2 1.2 % Mercury's Helmet x 1–2 1.2 % Bottled Rage x 1–2 1.2 % Bow of Victoria x 1–2 1.2 % Traveler's Coin x 1–2 27.1 % Blacksmith's Gloves x... First-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules. Confirm the trigger and repeat value in the current build before farming the route. boss drops combat great phoenix arabia scorched shrine feather pyromancer ring mercury
boss - desert boss prep - Current buildPyzifax

Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.

boss 500 HP; +80 per extra player; Pyzifax Scout Pyzifax with food, return timing, and repaired gear. Reward leads: Cape of Pyzifax Banner x 1 Traveler's Coin x 1–2 31 % Scroll of Vulcan x 1 16.7 % Physician's Cloak x 1 16.7 % Gardener's Gloves x 1 16.7 % Locusta Legatus x 1 16.7 % Fools'... First-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules. Confirm the trigger and repeat value in the current build before farming the route. boss drops combat pyzifax cape banner traveler coin scroll vulcan physician cloak
boss - late boss prep - Current buildTalos Prototype

Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.

boss 1800 HP; +33 per extra player; Temple of Vulcan Scout Temple of Vulcan with food, return timing, and repaired gear. Reward leads: Core Vessel x 1 Talos Plate x 4–6 Talos Bolt x 1–2 Denarius x 12–18 Traveler's Coin x 3–4 First-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules. Confirm the trigger and repeat value in the current build before farming the route. boss drops combat talos prototype temple vulcan core vessel plate bolt denarius
god - Ceres offering route - Current buildCeres

Pick the god route only after the settlement knows whether it needs farming, hunting, combat, trade, building, healing, or smithing help.

god How to worship Ceres in Romestead: how to discover the god, all 68 items you can offer ranked by worship value, every building, recipe and perk... Quest route: Ceres — completing them advances this god's line. Honoring the Soil Fruits of the Harvest Honoring the Craft Honoring the Art Worship unlocks — recommended order Prerequisites come first. Spend Ceres worship points top-to-bottom... Favor leads: Tier 1 Knockout Your unarmed attack now does a powerful strike for 100% increased damage, but has a short cooldown before it becomes powerful again. Concussive Blow Thrown objects have a chance to stun... Boss materials, rare offerings, quest items, and co-op spending choices. Check the live altar UI before spending rare offerings or locking in a favor route. god altar offering favor ceres completing them advances this line honoring soil
god - Diana offering route - Current buildDiana

Pick the god route only after the settlement knows whether it needs farming, hunting, combat, trade, building, healing, or smithing help.

god How to worship Diana in Romestead: how to discover the god, all 140 items you can offer ranked by worship value, every building, recipe and perk... Quest route: Diana — completing them advances this god's line. The Moonstring Hunting Armaments Worship unlocks — recommended order Prerequisites come first. Spend Diana worship points top-to-bottom to open the whole tree ( 17 points total).... Favor leads: Tier 1 Quick Reloads Your downtime after firing a crossbow is reduced by 50%. Magical Quiver 20% chance to not consume an arrow when firing Tier 2 Rapidus Hitting an enemy with the crossbow... Boss materials, rare offerings, quest items, and co-op spending choices. Check the live altar UI before spending rare offerings or locking in a favor route. god altar offering favor diana completing them advances this line moonstring hunting
god - Mars offering route - Current buildMars

Pick the god route only after the settlement knows whether it needs farming, hunting, combat, trade, building, healing, or smithing help.

god How to worship Mars in Romestead: how to discover the god, all 67 items you can offer ranked by worship value, every building, recipe and perk... Quest route: Mars — completing them advances this god's line. Sanguis Celeste Declaration of War Worship unlocks — recommended order Prerequisites come first. Spend Mars worship points top-to-bottom to open the whole tree ( 18 points... Favor leads: Tier 1 Gladius Peritus Sword range is increased by 10% and attack speed is increased by 10% Hasta Lanista Spears have 10% increased range and you move 10% faster while charging the spear. Tier... Boss materials, rare offerings, quest items, and co-op spending choices. Check the live altar UI before spending rare offerings or locking in a favor route. god altar offering favor mars completing them advances this line sanguis celeste
god - Mercury offering route - Current buildMercury

Pick the god route only after the settlement knows whether it needs farming, hunting, combat, trade, building, healing, or smithing help.

god How to worship Mercury in Romestead: how to discover the god, all 114 items you can offer ranked by worship value, every building, recipe and perk... Quest route: Mercury — completing them advances this god's line. Art of Trade Significant Pursuit Worship unlocks — recommended order Prerequisites come first. Spend Mercury worship points top-to-bottom to open the whole tree ( 22 points... Favor leads: Tier 1 Spell Blade Master Melee attacks have a chance on hit to instantly cast your equipped scroll's uncharged spell for free. Lumen Tier 2 Magicae Gladio Your melee weapon deals bonus 20% damage... Boss materials, rare offerings, quest items, and co-op spending choices. Check the live altar UI before spending rare offerings or locking in a favor route. god altar offering favor mercury completing them advances this line art trade
god - Minerva offering route - Current buildMinerva

Pick the god route only after the settlement knows whether it needs farming, hunting, combat, trade, building, healing, or smithing help.

god Everything Minerva grants in Romestead: 8 combat favors with their effects, and how worship works. Quest route: Minerva — completing them advances this god's line. Worshipping the Gods Virgil's Poem Profane Artifice The Malfomed Satyr Horn Favor leads: Tier 1 Cuniculator Lignator Tier 2 Construction Plan The Construction hit area is increased by 25% and give 25% more progress. Aedificator Adds a special Construction crit area when constructing. If hit, it counts... Boss materials, rare offerings, quest items, and co-op spending choices. Check the live altar UI before spending rare offerings or locking in a favor route. god altar offering favor minerva completing them advances this line worshipping gods
god - Venus offering route - Current buildVenus

Pick the god route only after the settlement knows whether it needs farming, hunting, combat, trade, building, healing, or smithing help.

god How to worship Venus in Romestead: how to discover the god, all 72 items you can offer ranked by worship value, every building, recipe and perk... Quest route: Venus — completing them advances this god's line. The Scent of Memory In vino veritas Worship unlocks — recommended order Prerequisites come first. Spend Venus worship points top-to-bottom to open the whole tree (... Favor leads: Tier 1 Volans Pugionem Every 4 dagger attacks shoot out a throwing dagger dealing 110% weapon damage. Power Napper Laying in a bed regenerates your HP. Tier 2 Dagger Technique Increases dagger range by... Boss materials, rare offerings, quest items, and co-op spending choices. Check the live altar UI before spending rare offerings or locking in a favor route. god altar offering favor venus completing them advances this line scent memory
god - Vulcan offering route - Current buildVulcan

Pick the god route only after the settlement knows whether it needs farming, hunting, combat, trade, building, healing, or smithing help.

god How to worship Vulcan in Romestead: how to discover the god, all 97 items you can offer ranked by worship value, every building, recipe and perk... Quest route: Vulcan — completing them advances this god's line. Fueling the Fires The Copper Consistency Proving your worth Worship unlocks — recommended order Prerequisites come first. Spend Vulcan worship points top-to-bottom to open the whole... Favor leads: Tier 1 Earthquake When dashing, you have a 20% chance to leave a trailing earthquake behind you dealing melee damage to any enemies in it. Sledgehammer Adept 10% increased sledgehammer range and 20% increased... Boss materials, rare offerings, quest items, and co-op spending choices. Check the live altar UI before spending rare offerings or locking in a favor route. god altar offering favor vulcan completing them advances this line fueling fires
quest - Mars and boss route - Current buildMedusa's Lair

Treat it as a boss-prep route: upgrade gear, carry food, set a return rule, then store first-copy drops.

npc-rewards-aegis-weapon NPC Rewards Aegis Weapon 1 Defeat Medusa A blacksmith has warned you of the danger posed by Medusa, hiding somewhere in the desert. Slaying it is no simple challenge due to her stony gaze, a way to protect yourself from her... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest medusa lair npc rewards aegis weapon blacksmith has warned you danger
quest - food and Ceres route - Current buildPopulating Your Town I

Check storage, food, road access, and worker jobs before placing the required building.

story-rewards-barricade-furniture Story Rewards Barricade Furniture 1 Construct a Leatherworker 2 Interact with the Food Storage Before bringing citizens to your town, you must provide a place for them to live, a Food Storage for them to eat, and a place for them to work - like a Leatherworker. It... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest populating your town story rewards barricade furniture before bringing citizens you
quest - food and Ceres route - Current buildHonoring the Soil

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-farmstead-building World Rewards Farmstead Building 1 Offer 20x Wheat My child, I have awoken in large measure due to your kindness, your devotion has done much but I would ask more of you. To everything a time and season, and the land must... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest honoring soil world rewards farmstead building child have awoken large measure
quest - food and Ceres route - Current buildFruits of the Harvest

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-bakery-building World Rewards Bakery Building 1 Offer 5x Olives 2 Offer 5x Pine Nuts 3 Offer 2x Cabbage You have done well my child and I would ask for your service once more. I once taught Romans how to cultivate wheat, but many are the treasures that the land shall yield with... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest fruits harvest world rewards bakery building you have done well child
quest - food and Ceres route - Current buildHonoring the Craft

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-watermill-building World Rewards Watermill Building 1 Offer Emperor's Salad 2 Offer Mushroom Skewer 3 Offer 5x Bread You have seen to it that the people shall survive, my child, but that is not the same as living. My gifts may be turned into food that is fit for the people, true... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest honoring craft world rewards watermill building you have seen that people
quest - food and Ceres route - Current buildHonoring the Art

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-garum-dolium-building World Rewards Garum Dolium Building 1 Offer 2x Scorpion Skewers 2 Offer 2x Moretum and Bread I am glad to call upon you once more, favoured child, now venture into lands blessed by the ash of Vulcan's fires that leave it fertile and ripe. Offer to me the fruits of... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest honoring art world rewards garum dolium building glad call upon you
quest - food and Ceres route - Current buildTown Core and Altar

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

story Story 1 Interact with the Town Core 2 Interact with an Altar In order to start crafting items, you need to create a town. Interact with the workbench to get started. Interact with both buildings once constructed: Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest town core altar story order start crafting items you need create
quest - food and Ceres route - Current buildThe Moonstring

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-kind-fetch-quest-rewards-well-building World Kind Fetch quest Rewards Well Building 1 Offer The Moonstring You've proven yourself a true hunter, you act rather than wait. I have a hunt worthy of you. In a dungeon nearby, the Moonstring is hidden. Part of an artefact crafted by Vulcan's hands.... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest moonstring world kind fetch rewards well building you proven yourself true
quest - Diana and hunting route - Current buildHunting Armaments

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-leatherworker-level-2-building World Rewards Leatherworker - Level 2 Building 1 Offer Sagittarii Bow 2 Offer Bronze Arcuballista 3 Offer 500x Flint Arrow 4 Offer 200x Bronze Arrow You have proven you can hunt, but it is a poor hunter who cannot fashion tools worthy of them. Either by your own hand or by that of those who follow you, you must... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest hunting armaments world rewards leatherworker level building you have proven can
quest - food and Ceres route - Current buildWeapons and tools

Keep the station inputs together and craft only after the next unlock or route is visible.

story-rewards-wooden-shield-weapon-wooden-bow-weapon-wooden-arcuballista-weapon-flint-arrow-ammunition Story Rewards Wooden Shield Weapon Wooden Bow Weapon Wooden Arcuballista Weapon Flint Arrow Ammunition 1 Equip a Pickaxe 2 Equip a Lumber Axe 3 Equip a Weapon Use the sticks and the flint shards to craft tools and weapons. The player crafting menu can be found in the inventory view. Equip items with or by dragging and dropping the item into... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest weapons tools story rewards wooden shield weapon bow arcuballista flint arrow
quest - Vulcan and crafting route - Current buildAcquiring Materials

Keep the station inputs together and craft only after the next unlock or route is visible.

story-rewards-flint-pickaxe-pickaxe-flint-axe-axe-flint-gladius-weapon-flint-hasta-weapon Story Rewards Flint Pickaxe Pickaxe Flint Axe Axe Flint Gladius Weapon Flint Hasta Weapon 1 Collect 3x Wood Stick You will also require some Wood Sticks which can be acquired by destroying bushes or skinny trees. They can also be acquired by throwing objects into large trees. Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest acquiring materials story rewards flint pickaxe axe gladius weapon hasta you
quest - citizen settlement route - Current buildPopulating Your Town II

Check storage, food, road access, and worker jobs before placing the required building.

story Story 1 Interact with a Citizen Most buildings require a citizen assigned to them in order to be able to do their jobs. Citizens can be found all across the world in some kind of shelter, or at the end... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest populating your town story most buildings require citizen assigned them order
quest - Mars and boss route - Current buildSanguis Celeste

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-kind-fetch-quest-rewards-clay-pit-building World Kind Fetch quest Rewards Clay Pit Building 1 Offer Crystallized Blood Warrior! Your offerings strengthen my memories and I have need of you. Long ago I fought with Vulcan, I do not remember why but my blood was shed. Some fell to mortal lands. A... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest sanguis celeste world kind fetch rewards clay pit building warrior your
quest - Mars and boss route - Current buildDeclaration of War

Use the quest as a route checkpoint, gather only what the panel asks for, and return before spending rare goods.

world-rewards-pottery-building World Rewards Pottery Building 1 Win a raid You've survived, warrior! Now you must seek true conquest, and you must instigate a battle. Use a Declaration of War and emerge victorious, and I shall know you are ready for the campaigns ahead. Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest declaration war world rewards pottery building you survived warrior now must
quest - food and Ceres route - Current buildArt of Trade

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-market-building World Rewards Market Building 1 Offer Denarius This is a disaster! People are surviving when they need to be living. We need to fix this and you will help. You can't have Rome without coin, and I need a coin to... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest art trade world rewards market building this disaster people are surviving
quest - Mercury and trade route - Current buildSignificant Pursuit

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-university-building World Rewards University Building 1 Offer Traveler's Coin 2 Offer Research Paper Money is valuable. Knowledge is power. You'll need both if you ever want to be safe but you won't get that by waiting. Search, seek, discover, if you keep your eyes open you'll see... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest significant pursuit world rewards university building money valuable knowledge power you
quest - Minerva and altar route - Current buildWorshipping the Gods

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world World 1 Earn the favor of a god You brought me back, but I am a single voice in a pantheon that has fallen silent. If they lost their powers and memories as I did, then perhaps they may be restored as... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest worshipping gods world you brought back but single voice pantheon that
quest - Minerva and altar route - Current buildThe Malfomed Satyr Horn

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-pyzifax-map-location World Rewards Pyzifax Map location 1 Offer Malformed Satyr Horn The horn that you have found is most peculiar, its malformation is unique. Offer it upon the altar and I am certain I may use it to discover where it has come from. If... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest malfomed satyr horn world rewards pyzifax map location that you have
quest - Minerva and altar route - Current buildThe Giant Owl

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-logistics-tent-building-material-storage-building-blacksmith-building-carpenter-s-workshop-building-empty-house-level-2-building-material-storage-level-2-building-altar-level-2-building-feathered-hood-armor-feathered-armor-armor-feathered-boots-armor-feathered-effigy-consumable-cooked-scorpion-meat-food World Rewards Logistics Tent Building Material Storage Building Blacksmith Building Carpenter's Workshop Building Empty House - Level 2 Building Material Storage - Level 2 Building Altar - Level 2 Building Feathered Hood Armor Feathered Armor Armor Feathered Boots Armor Feathered Effigy Consumable Cooked Scorpion Meat Food 1 Offer Guardian's Eye You have been asked to slay the Giant Owl that circles above. Once this is done, take one of its eyes and offer it upon an altar. The altar you can make yourself with... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest giant owl world rewards logistics tent building material storage blacksmith carpenter
quest - Minerva and altar route - Current buildVirgil's Poem

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-brick-oven-building-carpenter-s-workshop-level-2-building-altar-level-3-building-insula-building-tectonic-helmet-armor-tectonic-armor-armor-tectonic-boots-armor-tectonic-maul-weapon-tectonic-arcuballista-weapon-granite-effigy-consumable-declaration-of-war-the-gorgons-war-declaration-salamander-jerky-food-phoenix-wing-food World Rewards Brick Oven Building Carpenter's Workshop - Level 2 Building Altar - Level 3 Building Insula Building Tectonic Helmet Armor Tectonic Armor Armor Tectonic Boots Armor Tectonic Maul Weapon Tectonic Arcuballista Weapon Granite Effigy Consumable Declaration of War - The Gorgons War Declaration Salamander Jerky Food Phoenix Wing Food 1 Offer Granite Tooth As my memories return, so do my powers. I sense that an ancient creature long buried has awoken, hidden beneath the desert sands. It is familiar yet I cannot place it, yet even in... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest virgil poem world rewards brick oven building carpenter workshop level altar
quest - food and Ceres route - Current buildProfane Artifice

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-temple-building-carpenter-s-workshop-level-3-building-flamen-volcanalis-hood-armor-flamen-volcanalis-robes-armor-flamen-volcanalis-boots-armor-flamen-volcanalis-bow-weapon-malleus-mechanicus-weapon-flamen-volcanalis-spellblade-weapon-declaration-of-war-the-burning-fallen-war-declaration-declaration-of-war-the-cyclopelli-war-declaration World Rewards Temple Building Carpenter's Workshop - Level 3 Building Flamen Volcanalis Hood Armor Flamen Volcanalis Robes Armor Flamen Volcanalis Boots Armor Flamen Volcanalis Bow Weapon Malleus Mechanicus Weapon Flamen Volcanalis Spellblade Weapon Declaration of War - The Burning Fallen War Declaration Declaration of War - The Cyclopelli War Declaration 1 Offer Core Vessel I am renewed with every offering, you have my gratitude young mortal. A darkness obscures my vision, hiding in the shadows of the volcano that has burned and scarred the land. Thousands of souls... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest profane artifice world rewards temple building carpenter workshop level flamen volcanalis
quest - Vulcan and crafting route - Current buildObtain Wood Planks

Keep the station inputs together and craft only after the next unlock or route is visible.

story-rewards-workbench-placeable-wood-stick-material Story Rewards Workbench Placeable Wood Stick Material 1 Collect 4x Wood Plank With a Lumber Axe equipped, your attacks can damage trees based on your Lumber Axe Power. Chop down a large tree by attacking it. Place one of the logs on top of its tree... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest obtain wood planks story rewards workbench placeable stick material lumber axe
quest - food and Ceres route - Current buildThe Workbench

Check storage, food, road access, and worker jobs before placing the required building.

story-rewards-campfire-placeable Story Rewards Campfire Placeable 1 Place a Workbench Craft a Workbench Place the workbench on the ground to start constructing your town. To place objects in the world you can either place them in your hotbar, or to begin placing in the... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest workbench story rewards campfire placeable craft place ground start constructing your
quest - food and Ceres route - Current buildAcquiring Materials

Keep the station inputs together and craft only after the next unlock or route is visible.

story Story 1 Collect 6x Flint Shard To craft your first set of tools you will need Flint Shards. Pick up some Flint with and throw it using the on a Rock to generate some shards. Flint is usually found near... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest acquiring materials story craft your first set tools you will need
quest - boss route - Current buildThe Phoenix of Arabia

Treat it as a boss-prep route: upgrade gear, carry food, set a return rule, then store first-copy drops.

npc NPC 1 Hand in Phoenix Ash Sample My hunt for the Phoenix of Arabia has led me to you and this volcano. It has come to lay its egg which means it shall stay in this place until the egg hatches... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest phoenix arabia npc hunt for has led you this volcano come
quest - Venus and food route - Current buildThe Scent of Memory

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-kind-fetch-quest-rewards-beer-dolium-building World Kind Fetch quest Rewards Beer Dolium Building 1 Offer Amor Redivivus While many thought only of their own survival, it was you that saved me from oblivion. I owe you a debt, darling, but I would impose on your generous nature once more. I have... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest scent memory world kind fetch rewards beer dolium building while many
quest - Venus and food route - Current buildIn vino veritas

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-wine-dolium-building World Rewards Wine Dolium Building 1 Offer 10x Grapes 2 Offer 5x Beer 3 Offer Drum 4 Offer Lyre Where there is no wine, there is no love. I would share the former so the latter may blossom, but you must do something for me first. Offer to me grapes from the vine... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest vino veritas world rewards wine dolium building where there love would
quest - Mars and boss route - Current buildFueling the Fires

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-automatic-scorpio-building World Rewards Automatic Scorpio Building 1 Offer 5x Coal 2 Offer 10x Wood Plank 3 Offer 10x Wood Stick I am aware but I am still weak, the flame within is smothered and I must burn bright. Offer upon the altar that which shall feed the fire, from its light I shall see... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest fueling fires world rewards automatic scorpio building aware but still weak
quest - Vulcan and crafting route - Current buildThe Copper Consistency

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-quarry-building World Rewards Quarry Building 1 Offer 5x Copper Bar I am forged anew with your devotion, but I am incomplete. Much is missing and must be restored, I must remember everything or I will remain flawed. Bring me ingots of copper, shaped by... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest copper consistency world rewards quarry building forged anew your devotion but
quest - food and Ceres route - Current buildProving your worth

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

world-rewards-blacksmith-level-2-building World Rewards Blacksmith - Level 2 Building 1 Offer Bronze Helmet 2 Offer Bronze Chestplate 3 Offer Bronze Greaves 4 Offer Bronze Cart You fed the flame, but a flame must have purpose and so must you. The flame can help shape, mould and temper metals. Use the flame and offer me proof of your craft, if... Required items, first-copy drops, quest materials, and station unlock inputs. If the quest panel shows different wording, follow your save before spending or traveling. quest proving your worth world rewards blacksmith level building you fed flame
item - gear route - Current buildCivilian Tunic

Add it to protected storage until the item database, station, offering, or gear route makes the next use clear.

armor Tier 1; Stack 1; Sell 0 Quadrans; Offering Vulcan + 62.5 Search the full item database before spending. A simple roman tunic. First copy and any stack that could feed a recipe, offering, equipment piece, or food chain. Use this as an added lookup row and confirm exact behavior in your save. item armor civilian tunic vulcan
item - gear route - Current buildSandals

Add it to protected storage until the item database, station, offering, or gear route makes the next use clear.

armor Tier 1; Stack 1; Sell 0 Quadrans; Offering Vulcan + 52.5 Search the full item database before spending. Sandals — Armor in Romestead. First copy and any stack that could feed a recipe, offering, equipment piece, or food chain. Use this as an added lookup row and confirm exact behavior in your save. item armor sandals vulcan
item - material route - Current buildHoneycomb

Add it to protected storage until the item database, station, offering, or gear route makes the next use clear.

material Tier 1; Stack 60; Sell 10 Quadrans; Offering Ceres + 10 Beehive route Known use: Honey First copy and any stack that could feed a recipe, offering, equipment piece, or food chain. Use this as an added lookup row and confirm exact behavior in your save. item material honeycomb beehive honey ceres
item - gear route - Current buildDecayed Pinecone

Add it to protected storage until the item database, station, offering, or gear route makes the next use clear.

trinket Tier 2; Stack 1; Sell 50 Quadrans; Offering Mercury + 42 Search the full item database before spending. Decayed Pinecone — Trinket in Romestead, tier 2. First copy and any stack that could feed a recipe, offering, equipment piece, or food chain. Use this as an added lookup row and confirm exact behavior in your save. item trinket decayed pinecone mercury
decision - Boss drops - Store firstGuardian of Minerva first drops

Stabilize Plains food, save near town, then follow the sky clue or statue route only when the road home is safe.

Guardian's Eye, Guardian's Feather, Guardian's Talon, Feathered armor pieces, Poisoned Arrow, Coal, Copper Bar, Quadrans, and Denarius. Do not farm repeats while the town food chest, road back, or first-drop storage is still messy. guardian plains minerva feathered boss-drop first-copy
decision - Boss route - Sort before tradePyzifax mixed loot

Scout the Desert Satyr compound, name the exit route, then break the final red box only after food and armor are ready.

Cape of Pyzifax Banner, Sapphire, Tin Bar, first scroll or accessory roll, Grapes, Wine, Denarius, and Quadrans. Do not turn Grapes, Wine, coin drops, or named rewards into routine trade before first copies are sorted. pyzifax desert compound scroll coin trade-risk
decision - Boss drops - Check gear firstCyclops material pool

Finish the Desert story clue path, confirm the trigger, and enter only when the town can survive a long absence.

Granite Tooth, Nail of the Cyclops, Cyclops Shard, Signet of Demo Completion, Bronze Bar, Linen, Bonesplint, and Tectonic set pieces. Do not craft with Cyclops materials until Tectonic armor, weapon, and scroll pressure is checked in your save. cyclops desert tectonic granite-tooth boss-drop gear
decision - Late boss - Save checkPhoenix scout loot

Treat the Volcano altar as a late scout route and confirm the trigger before starting the fight.

Phoenix Feather, Phoenix Ash Sample, Phoenix Wing, Raw Phoenix Wing, Old Phoenix Feather, and first fire-route materials. Do not spend Phoenix materials on food, capes, or experiments before the current recipe route is visible. phoenix volcano altar rare-material late-route
decision - Boss caveat - Keep flexibleUnknown late boss slot

Leave one boss plan flexible until your current build names the route, trigger, and reward pool.

Any named declaration, tablet, boss-looking material, unusual scroll, first-copy trophy, and late-route material. Do not build a gear route around an unnamed boss route or old route rumor. late-slot save-check scroll tablet co-op
decision - Gear route - Melee firstStarter boss kit

Use a basic melee route first, then upgrade only the piece that keeps causing failed attempts.

Flint Gladius, Flint Hasta, Leather Set, Guardian's Eye, Guardian's Feather, Guardian's Talon, Feathered Hood, Feathered Armor, and Feathered Boots. Do not chase a full Feathered set before the town can support repeat Guardian attempts. guardian leather feathered melee first-boss
decision - Gear route - Survival firstCyclops wall kit

Upgrade around survival first, because Cyclops materials matter too much to spend blind after a messy win.

Cyclops Shard, Granite Tooth, Nail of the Cyclops, Tectonic Helmet, Tectonic Armor, Tectonic Boots, Bronze Bar, Linen, and Bonesplint. Do not craft Tectonic weapons or scrolls before checking whether armor is still missing. cyclops tectonic armor weapon scroll
decision - Gear route - Route gearDesert scout kit

Treat Pyzifax and the Desert compound as a route with a fight at the end, not a quick boss room.

Cape of Pyzifax Banner, Sapphire, Tin Bar, Scroll of Vulcan, Assassin's Scroll, Adventuring gear, Bearserker gear, and Druid gear. Do not sell or equip every accessory immediately; first copies can become altar, gear, or route checks. pyzifax desert druid bearserker adventuring scroll
decision - Gear route - Pull safelySafe ranged kit

Pick ranged when pulling enemies safely solves more than raw armor would.

Guardian Talon, Guardian Feather, Feathered Bow, Poisoned Arrow, Leather, Cured Hide, arrows, and first ranged accessories. Do not spend all leather on ranged gear if missing armor is the real boss blocker. ranged diana bow arrow leather feathered
decision - Gear route - Test one scrollScroll route kit

Use a scroll route when utility, altar progress, or ranged control is the blocker rather than basic melee survival.

Augur Headpiece, Augur Robes, Augur Sandals, Feathered Scroll, Tectonic Scroll, Scroll of Vulcan, and rare altar materials. Do not burn rare scrolls as experiments before checking whether gear, altar, or boss prep needs them. scroll augur altar feathered tectonic vulcan
decision - Gear route - Late scoutPhoenix scout kit

Only plan Phoenix gear after the Volcano route, food, and retreat path are stable.

Phoenix Feather, Phoenix Feather Cape, Phoenix Ash Sample, Phoenix Wing, Raw Phoenix Wing, Ember Cloth, and fire-route materials. Do not spend Phoenix materials on food or capes before the current build shows the exact recipe pressure. phoenix volcano cape ember-cloth late-route
decision - God route - Food firstCeres food route

Use Ceres when Wheat, Farmstead, Bakery, crop scaling, or citizen hunger is the blocker that repeats.

Wheat, Olives, Pine Nuts, Cabbage, Mint, Bay Leaf, first seed copies, and food needed for citizens. Do not spend the last offering crop on cooking, trade, or wide field tests before reading the altar count. ceres food wheat farmstead bakery offering
decision - God route - Defend townMars defense route

Use Mars when raids, melee damage, armor pressure, bones, or fixed defense are blocking progress.

Bones, first weapons, monster drops, armor inputs, Blacksmith goods, repair goods, and war-looking offerings. Do not offer the only copy of a weapon, armor part, or monster material while boss prep is active. mars defense armor blacksmith automatic-scorpio
decision - God route - Build and mineVulcan forge route

Use Vulcan when Stone, Quarry, walls, Blacksmith output, Clay Pit, or forge upgrades are the bottleneck.

Coal, Copper Bar, Stone, Clay, Wood Plank, Wood Stick, first metal bars, crafted gear, and wall repair goods. Do not burn Coal or bars on offerings if tools, walls, or boss gear still need them today. vulcan mining stone quarry wall forge
decision - God route - Move surplusMercury trade route

Use Mercury when Market stock, trade movement, University progress, travel speed, or route ownership is the blocker.

Denarius, Quadrans, Research Paper, rare trade goods, first routeable biome materials, food stock, and boss drops. Do not automate exports while food, seed stock, boss drops, or current build materials sit in reachable storage. mercury trade market travel university route
decision - God route - Support citizensVenus worker route

Use Venus when citizen energy, worker value, happiness, accessories, or town utility matters more than combat upgrades.

Potions, accessories, Wine, beauty-route goods, housing support, food storage, and citizen-support materials. Do not chase utility favors while citizens are hungry, unemployed, or walking through unsafe night paths. venus workers citizens housing wine utility
decision - God route - Boss progressMinerva guardian route

Use Minerva when Guardian progress, altar restoration, crafting knowledge, or the first boss route is the current blocker.

Guardian's Eye, Guardian's Feather, Guardian's Talon, Feathered gear, wisdom-route items, and early boss loot. Do not offer Guardian materials until gear, altar, and first-copy storage pressure are checked. minerva guardian boss-progress wisdom feathered
decision - God route - Hunt safelyDiana ranged route

Use Diana when ranged damage, hides, Leatherworker flow, arrows, bow routes, or forest hunting are blocking the next trip.

Hide, Wool, Leather, Cured Hide, arrows, Guardian Talon, Guardian Feather, first ranged gear, and bow-route inputs. Do not drain leather into a bow route if armor is the reason boss attempts fail. diana ranged hunting bow leatherworker arrow
decision - Citizen food - Feed firstCitizens are hungry

Fill Food Storage first, then check whether the food inside actually counts for citizen hunger.

Bread, Wheat, safe cooked food, first Fish, Eel, and offering crops before exports see them. Do not recruit more citizens while Food Storage is empty or filled with ingredients that do not feed them. food-storage citizens bread fish farmstead
decision - Bread chain - Check middle stepWheat to Bread route

Check the middle step first: Wheat needs a milling route before the Bakery can solve Bread.

Wheat for Ceres, first Flour stacks, Bread for citizens, Manual Mill output, Watermill output, and pot-chain food. Do not blame the Bakery if the mill, worker, water placement, or Flour storage is missing. wheat flour bread manual-mill watermill bakery
decision - Storage - Move food laneFood is in the wrong place

Move the food route around where citizens and workers actually walk, not around the prettiest building spot.

Citizen food, offering crops, boss food, trade food, and first-copy ingredients in separate storage groups. Do not let Trading Post or Logistics Tent reach the only food chest. storage food-storage warehouse logistics trading-post
decision - Milling - Confirm inputWatermill placement check

Use Watermill as a milling step, then check Farmstead, Wheat, Flour, Bakery, and storage around it.

Wheat for offerings, first Flour, Bread, Empty Pots, Olive Paste, and Grape Paste if other food chains are active. Do not rebuild fields around the Watermill until the mill is confirmed to process the right input. watermill wheat flour bakery olive-paste grape-paste
decision - Storage - Split storageWarehouse is not a food cure

Use Warehouse or Material Storage for readable hauling, then keep food in the building that feeds the town.

Build materials, first-copy boss drops, offering crops, route goods, and rare goods in their own lanes. Do not expect one big storage pile to fix citizen hunger, Bakery input, or trade export mistakes. warehouse material-storage food-storage rare-goods storage
decision - Automation - Stop routeAutomation drains food

Stop the route, move protected food out of reachable storage, then rebuild one small chain.

Citizen food, seed stock, boss food, offering crops, first-copy rare goods, and food floor storage. Do not chain Farmstead, mill, Bakery, Food Storage, Warehouse, and Trading Post all at once. automation logistics-tent farmstead bakery trading-post
decision - Pot chain - Reserve potsGarum and Empty Pot pressure

Check Empty Pot supply before Fish, Garum, Beer, Wine, Olive Oil, or Bakery food starts consuming containers.

Empty Pots, first Fish, Garum, Olive Oil, bottles, and any pot-chain food needed for citizens or boss prep. Do not let one food route drain every pot if trade, offerings, or cooking still need containers. garum empty-pot fish olive-oil beer wine
decision - Oil chain - Use after reserveOlive Oil food chain

Check whether Olives, Olive Paste, Empty Pots, Garum, Wine, Beer, Deep Fried Fish, or offerings need the same chain first.

Olives, Olive Paste, first Olive Oil, Empty Pots, and food route goods that use oil. Do not export Olive Oil if pot supply is blocking Garum, Beer, Wine, or Bakery food. olive-oil olives manual-mill empty-pot trade
decision - Bakery - Check inputsBakery input queue

Check whether Flour, food storage, worker path, and pot-chain ingredients are ready before adding another Bakery goal.

Flour, Wheat, Bread, cooked food, Fish, Garum, Olive Oil, and citizen food before trade routes reach them. Do not turn the Bakery into a bottleneck by feeding it from scattered storage. bakery flour bread worker food-storage
decision - Boss food - Store separateBoss food reserve

Split boss-prep meals from citizen food before a dangerous biome or boss route starts.

Strong cooked food, Bread reserve, fish meals, pot-chain meals, and emergency food for the return route. Do not let Logistics Tent, Warehouse, or Trading Post pull from the boss food chest. boss-food food-storage fish bread logistics
decision - Defense - Protect work coreBlacksmith keeps getting hit

Protect the Blacksmith lane before outer decoration, because gear and repairs decide the next trip.

Bars, Coal, weapon parts, armor materials, arrows, repair goods, storage nearby, and a retreat point for night fights. Do not move the Blacksmith to a remote edge just because there is empty space. blacksmith defense gear repair storage
decision - Defense - Shrink farm edgeFarmstead keeps getting hit

Shrink the farm edge and protect the Food Storage path before expanding the field again.

Seeds, Wheat, Cabbage, Olives, Pine Nuts, citizen food, Ceres offering goods, Farmstead, and Food Storage. Do not widen fields into the raid path while citizens are already hungry. farmstead food-storage defense farm ceres
decision - Layout - Light real pathsDark road route

Light the route people actually use: storage to crafting, farm to food, town to exit.

Fuel, wall repair goods, food for return trips, first-copy loot, open door space, and gate corners. Do not light a decorative loop while workers still cross a dark shortcut. road light torch gate worker-path
decision - Layout - Pull core inwardBase is too spread out

Pull daily work back into one readable core before adding new districts.

Storage core, road spine, Food Storage, Workbench, Carpenter lane, repair goods, and first-copy rare drops. Do not wall empty land or decorate between buildings that workers cross every minute. layout storage-core road-spine move-buildings district
decision - Defense - Close work gapsPerimeter has gaps

Close the gap around real work areas first, then decide whether the outer perimeter is worth the cost.

Lumber, Stone, Concrete, Clay, Volcanic Ash, arrows, gate materials, and repair goods. Do not build a huge perimeter that traps carts, blocks doors, or drains wall upgrades. wall perimeter gate concrete volcanic-ash
decision - Citizens - Move jobs closerCitizens are exposed

Move jobs, food, and housing into safer walking distance before recruiting more citizens.

Citizen food, job inputs, repair goods, housing support, Food Storage, job buildings, light, and a clear return lane. Do not add workers to a town that cannot feed, shelter, or defend the current group. citizens workers housing food-storage jobs
decision - Boss loot - Store firstBoss drops

Put the first boss drop into protected storage, then check gear, altar, and item rows before selling repeats.

Guardian materials, Cyclops materials, Pyzifax named rewards, Phoenix materials, unusual scrolls, tablets, declarations, and trophies. Do not sell the only copy of a named drop, tablet, declaration, scroll, or trophy. boss-drop guardian cyclops pyzifax phoenix first-copy
decision - Food trade - Sell after reserveOlive Oil

Check whether Empty Pots, Garum, Wine, Beer, Deep Fried Fish, or offerings need the same chain first.

Olives, Olive Paste, Empty Pots, first Olive Oil, and any food route using oil. Do not export Olive Oil if pot supply is already blocking Garum, Beer, Wine, or Bakery food. olive-oil empty-pot garum trade food-chain
decision - Food trade - Feed firstFood surplus

Fill the citizen food floor and boss food chest before turning food into money.

Bread, cooked food, Garum, Fish, Eel, Ceres crops, boss-prep meals, and emergency food. Do not sell or export food while citizens are hungry or a boss route is planned. food bread garum fish boss-food citizens
decision - Gear trade - Use or storeCrafted gear

Equip or store one clean set before selling extra gear pieces.

Druid, Bearserker, Adventuring, Feathered, Tectonic, Augur, Blacksmith goods, Leatherworker goods, and repair materials. Do not sell a single missing set piece because one later boss or biome may need the whole line. gear druid bearserker adventuring feathered tectonic augur
decision - Rare goods - Store until useRare material

Protect the first copy and search the item row before crafting, offering, exporting, or selling.

Core Vessel, Crystallized Blood, Ember Cloth, Firescale Satchel parts, Phoenix Ash Sample, Volcanic Ash, and altar-looking materials. Do not treat unknown rare materials as profit goods. rare-material core-vessel crystallized-blood ember-cloth volcanic-ash
decision - Dungeon - Sort firstDungeon loot

Return home, split named items from routine materials, then decide what can enter normal storage.

Named scrolls, tablets, declarations, rare ore, unusual food, boss-looking parts, first trophies, repair goods, and route-owner items. Do not let Logistics Tent or Trading Post pull from the first dump chest. dungeon loot scroll tablet co-op logistics
decision - Container - Reserve firstPots and bottles

Check every food, drink, oil, and sauce route before putting spare containers into exports.

Empty Pots, bottles, Garum, Wine, Beer, Olive Oil, Deep Fried Fish, and Bakery or offering goods using containers. Do not sell containers while multiple food routes are waiting on the same stock. empty-pot bottle garum wine beer container
decision - Market - Spend after checkCoin and market stock

Check current Market stock, merchant biome, and route owner before spending boss-run coins or routing trade goods.

Denarius, Quadrans, Research Paper, first merchant buys, and goods needed for University, Mercury, or Trading Post progress. Do not route coins or rare buys into shared storage if co-op spending rules are not clear. denarius quadrans market mercury university trade
item - consumable - ready to compareAncient Clay Tablet

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - consumable - ready to compareAsh-covered Tablet

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - consumable - ready to compareTrace of Suculae

Test the effect before carrying or spending several copies.

current save Check current save No known recipe use
item - consumable - ready to compareGranite Effigy

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - consumable - check in saveTraveler's Coin

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP; Pyzifax World drop 400 HP No known recipe use
item - consumable - check in saveFirescale Satchel

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 5, yields 1 No known recipe use
item - consumable - ready to compareDeclaration of War - The Fallen

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - consumable - ready to compareFeathered Effigy

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - consumable - ready to compareDeclaration of War - The Gorgons

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - consumable - ready to compareDeclaration of War - The Potmen

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - consumable - ready to compareDeclaration of War - The Rats

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - equipment - check in saveAdventuring Hat

Save first, then confirm exact behavior in your current build.

current save Merchant level 1 No known recipe use
item - equipment - check in saveAdventuring Boots

Save first, then confirm exact behavior in your current build.

current save Merchant level 1 No known recipe use
item - equipment - ready to compareAugur Robes

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 5, yields 1 Crystalline Vestments
item - equipment - ready to compareAugur Headpiece

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 5, yields 1 Crystalline Hood
item - equipment - ready to compareAugur Sandals

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 5, yields 1 Crystalline Boots
item - equipment - check in saveBasalt Bulwark Helmet

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 6, yields 1 No known recipe use
item - equipment - check in saveBasalt Bulwark Greaves

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 6, yields 1 No known recipe use
item - equipment - check in saveBearserker Furs

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 3, yields 1 No known recipe use
item - equipment - check in saveBearserker Cowl

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 3, yields 1 No known recipe use
item - equipment - check in saveBearserker Sandals

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 3, yields 1 No known recipe use
item - equipment - check in saveBasalt Bulwark Chestplate

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 6, yields 1 No known recipe use
item - equipment - check in saveBonesplint Armor

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 No known recipe use
item - equipment - check in saveBonesplint Cowl

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 No known recipe use
item - equipment - check in saveBonesplint Boots

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 No known recipe use
item - equipment - ready to compareBronze Chestplate

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 2, yields 1 Onager Sash
item - equipment - ready to compareBronze Helmet

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 2, yields 1 Onager Scarf
item - equipment - ready to compareBronze Greaves

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 2, yields 1 Onager Sandals
item - equipment - check in saveCamillus Robes

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 2, yields 1 No known recipe use
item - equipment - check in saveCamillus Headpiece

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 2, yields 1 No known recipe use
item - equipment - ready to compareChitin Armor

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 Scorpio Breastplate
item - equipment - ready to compareChitin Helmet

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 Scorpio Helmet
item - equipment - check in saveCamillus Sandals

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 2, yields 1 No known recipe use
item - equipment - ready to compareChitin Boots

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 Scorpio Sandals
item - equipment - check in saveCopper Chestplate

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 1, yields 1 No known recipe use
item - equipment - check in saveCopper Helmet

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 1, yields 1 No known recipe use
item - equipment - check in saveCopper Greaves

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 1, yields 1 No known recipe use
item - equipment - check in saveCrystalline Vestments

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 6, yields 1 No known recipe use
item - equipment - check in saveCrystalline Hood

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 6, yields 1 No known recipe use
item - equipment - check in saveCrystalline Boots

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 6, yields 1 No known recipe use
item - equipment - ready to compareCultus Robes

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 Mirage's Tunic
item - equipment - ready to compareCultus Headpiece

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Leatherworker Recipe via Leatherworker, worker level 4, yields 1 Mirage Laurels
item - equipment - check in saveDruid Robes

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 3, yields 1 No known recipe use
item - equipment - ready to compareCultus Sandals

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 Mirage's Boots
item - equipment - check in saveDruid Hood

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 3, yields 1 No known recipe use
item - equipment - check in saveDruid Sandals

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 3, yields 1 No known recipe use
item - equipment - check in saveFeathered Hood

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 2, yields 1; OO Owl Of Minerva Creature 250 HP No known recipe use
item - equipment - check in saveFeathered Armor

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 2, yields 1; OO Owl Of Minerva Creature 250 HP No known recipe use
item - equipment - ready to compareFirescale Armor

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Leatherworker Recipe via Leatherworker, worker level 5, yields 1 Pyroclast Armor
item - equipment - check in saveFeathered Boots

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 2, yields 1; OO Owl Of Minerva Creature 250 HP No known recipe use
item - equipment - ready to compareFirescale Cowl

Keep the first copy out of trade and cooking routes.

Leatherworker Recipe via Leatherworker, worker level 5, yields 1 Pyroclast Mask
item - equipment - ready to compareFirescale Boots

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 5, yields 1 Pyroclast Greaves
item - equipment - check in saveFlamines Minores Vestments

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 8, yields 1 No known recipe use
item - equipment - check in saveFlamines Minores Apex

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 8, yields 1 No known recipe use
item - equipment - ready to compareFossor Robes

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - equipment - check in saveFlamines Minores Sandals

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 8, yields 1 No known recipe use
item - equipment - ready to compareFossor Mask

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - ready to compareFossor Boots

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - equipment - check in saveGold Plated Chestplate

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 9, yields 1 No known recipe use
item - equipment - check in saveGold Plated Helmet

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 9, yields 1 No known recipe use
item - equipment - ready to compareGraverobber's Tunic

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - ready to compareGraverobbers' Cowl

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - equipment - check in saveGold Plated Greaves

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 9, yields 1 No known recipe use
item - equipment - ready to compareGraverobber's Boots

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - ready to compareLegionary Helmet

Keep the first copy out of trade and cooking routes.

Blacksmith Recipe via Blacksmith, worker level 5, yields 1 Silver Plated Helmet, Basalt Bulwark Helmet
item - equipment - ready to compareLegionary Chestplate

Keep the first copy out of trade and cooking routes.

Blacksmith Recipe via Blacksmith, worker level 5, yields 1 Silver Plated Chestplate, Basalt Bulwark Chestplate
item - equipment - ready to compareLeather Armor

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, yields 1 Velites Armor, Druid Robes
item - equipment - ready to compareLegionary Greaves

Keep the first copy out of trade and cooking routes.

Blacksmith Recipe via Blacksmith, worker level 5, yields 1 Silver Plated Greaves, Basalt Bulwark Greaves
item - equipment - ready to compareLeather Hood

Keep the first copy out of trade and cooking routes.

Leatherworker Recipe via Leatherworker, yields 1 Wolf Cowl, Druid Hood
item - equipment - ready to compareLeather Sandals

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, yields 1 Velites Sandals, Druid Sandals
item - equipment - check in saveLion Cowl

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveFlamen Volcanalis Robes

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 7, yields 1 No known recipe use
item - equipment - check in saveFlamen Volcanalis Hood

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 7, yields 1 No known recipe use
item - equipment - check in saveMirage's Tunic

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 No known recipe use
item - equipment - check in saveFlamen Volcanalis Boots

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 7, yields 1 No known recipe use
item - equipment - check in saveMercury's Helmet

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - equipment - check in saveMirage's Boots

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 No known recipe use
item - equipment - check in saveMirage Laurels

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 No known recipe use
item - equipment - ready to compareOccultist's Hood

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - ready to compareOccultist's Vestments

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - ready to compareOccultist's Legwraps

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in saveOnager Sash

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 4, yields 1 No known recipe use
item - equipment - check in saveOnager Sandals

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 4, yields 1 No known recipe use
item - equipment - check in saveOnager Scarf

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 4, yields 1 No known recipe use
item - equipment - check in savePontifex Headpiece

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 9, yields 1 No known recipe use
item - equipment - check in savePontifex Vestments

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 9, yields 1 No known recipe use
item - equipment - check in savePontifex Sandals

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 9, yields 1 No known recipe use
item - equipment - check in savePyroclast Armor

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 6, yields 1 No known recipe use
item - equipment - check in savePyroclast Greaves

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 6, yields 1 No known recipe use
item - equipment - ready to compareRex Sacrorum Vestments

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in savePyroclast Mask

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 6, yields 1 No known recipe use
item - equipment - ready to compareRoot Boots

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - ready to compareRex Sacrorum Headpiece

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - ready to compareRex Sacrorum Sandals

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in saveScorpio Helmet

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 No known recipe use
item - equipment - check in saveScorpio Breastplate

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 No known recipe use
item - equipment - ready to compareSilver Plated Helmet

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 7, yields 1 Gold Plated Helmet
item - equipment - check in saveScorpio Sandals

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 No known recipe use
item - equipment - ready to compareSilver Plated Greaves

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 7, yields 1 Gold Plated Greaves
item - equipment - ready to compareSilver Plated Chestplate

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 7, yields 1 Gold Plated Chestplate
item - equipment - check in saveSpectral Leather Hood

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 8, yields 1 No known recipe use
item - equipment - check in saveSpectral Leather Armour

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 8, yields 1 No known recipe use
item - equipment - check in saveTectonic Armor

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 4, yields 1 No known recipe use
item - equipment - check in saveSpectral Leather Boots

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 8, yields 1 No known recipe use
item - equipment - check in saveTectonic Helmet

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 4, yields 1 No known recipe use
item - equipment - check in saveTectonic Boots

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 4, yields 1 No known recipe use
item - equipment - ready to compareThick Leather Hood

Keep the first copy out of trade and cooking routes.

Leatherworker Recipe via Leatherworker, worker level 2, yields 1 Bearserker Cowl
item - equipment - ready to compareThick Leather Armor

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 2, yields 1 Bearserker Furs
item - equipment - check in saveVelites Armor

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 3, yields 1 No known recipe use
item - equipment - check in saveWolf Cowl

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 3, yields 1 No known recipe use
item - equipment - ready to compareThick Leather Sandals

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 2, yields 1 Bearserker Sandals
item - equipment - check in saveVelites Sandals

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 3, yields 1 No known recipe use
item - equipment - ready to compareVigiles Manium Helmet

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - ready to compareVigiles Manium Chestpiece

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in saveWithered Laurel

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - ready to compareVigiles Manium Greaves

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - ready to compareWinged Boots

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in saveBronze Axe

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 2, yields 1 No known recipe use
item - equipment - check in saveCopper Axe

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 1, yields 1 No known recipe use
item - equipment - check in saveFlint Axe

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveRusted axe

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - ready to compareIron Lumber Axe

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 5, yields 1 Silver Axe
item - equipment - check in saveGold Axe

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveSilver Axe

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 7, yields 1 No known recipe use
item - equipment - check in saveBearserker Fur Cloak

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 3, yields 1 No known recipe use
item - equipment - check in saveAdventuring Cloak

Save first, then confirm exact behavior in your current build.

current save Merchant level 2 No known recipe use
item - equipment - check in saveBronze Pickaxe

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 2, yields 1 No known recipe use
item - equipment - check in saveThick Cloak

Save first, then confirm exact behavior in your current build.

current save Merchant level 2 No known recipe use
item - equipment - check in saveCopper Pickaxe

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 1, yields 1 No known recipe use
item - equipment - check in saveFlint Pickaxe

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveGold Pickaxe

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - ready to compareIron Pickaxe

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 5, yields 1 Silver Pickaxe
item - equipment - check in saveSilver Pickaxe

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 7, yields 1 No known recipe use
item - equipment - check in saveRusted Pickaxe

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveTorch

Save first, then confirm exact behavior in your current build.

current save Merchant level 1 No known recipe use
item - equipment - check in saveMagical Candle

Save first, then confirm exact behavior in your current build.

current save Merchant level 4 No known recipe use
item - equipment - check in saveAbandoned Abacus

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current save Check current save No known recipe use
item - equipment - check in saveEmber Orchid Lantern

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveAshen Ring

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveArcher's Gloves

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveBark-back

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 3, yields 1 No known recipe use
item - equipment - check in saveBedouin Cloak

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 No known recipe use
item - equipment - ready to compareBirch Idol

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in saveBracelet of Rage

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - equipment - ready to compareBrittonic Ring

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in saveBlacksmith's Gloves

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - equipment - ready to compareBlessed Waterskin

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in saveBurning Fallen Cape

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP; Burning Walker Creature 60 HP No known recipe use
item - equipment - check in saveBurnt Oak Gall

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - ready to compareCarved Antler

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in saveSpare Cart Wheel

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveCinder Leaf

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveClay Face

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveClay Sword

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveCloudy Glass Bead

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - ready to comparePallium Protectionis

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - ready to compareSymbol of Community

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in saveCornucopia

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveCursed Walking Stick

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveCrab Fossil

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP; Rock Crab Creature 20 HP No known recipe use
item - equipment - check in saveCyclopelli Tools

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP; Master Engineer Creature 45 HP No known recipe use
item - equipment - check in saveBroken Fibulae

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - equipment - check in saveAncient Tooth

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - equipment - check in saveCape of the Fallen

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 1, yields 1 No known recipe use
item - equipment - check in saveElemental Core

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP; Fire Elemental Creature 100 HP No known recipe use
item - equipment - check in saveFallen Star

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveFlammable Oil

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - equipment - check in saveFlaming Bowstring

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - equipment - check in saveFools' Gold

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - equipment - check in saveFossilised Amber

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveGardener's Gloves

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - equipment - ready to compareFascinus

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - ready to compareGhostly Ring

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in saveGiants Gloves

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - equipment - check in saveGrandiose Plans

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveGold Leaf

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveHeat-proof Sandals

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - equipment - check in saveIncense Box

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in savePolished Ivory Charm

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - equipment - check in saveLobber Wristguards

Save first, then confirm exact behavior in your current build.

current save Merchant level 5 No known recipe use
item - equipment - check in saveLucky Dice

Save first, then confirm exact behavior in your current build.

current save Merchant level 5 No known recipe use
item - equipment - check in saveMagus Vulcan Cape

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP; Magus Vulcan Creature 80 HP No known recipe use
item - equipment - check in saveFlamines Volcanalis Fibulae

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - equipment - check in saveMercury Idol

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - ready to compareFlamen Volcanalis Schematic

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - equipment - check in saveHorseshoe Crab Fossil

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveMirror

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP; Gorgon Creature 110 HP No known recipe use
item - equipment - check in saveNeptune Idol

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveLocusta Legatus

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - equipment - ready to compareTrace of the Nitrodi

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - equipment - check in saveOak Gall

Save first, then confirm exact behavior in your current build.

current save Bush Crab Creature 15 HP No known recipe use
item - equipment - check in saveObsidian Necklace

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - equipment - check in saveObsidian Shards

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - equipment - check in saveIdol of Orcus

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in savePetrified Wood

Save first, then confirm exact behavior in your current build.

current save Rock Crab Creature 20 HP No known recipe use
item - equipment - check in savePetrified Finger

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in savePhoenix Feather

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - equipment - check in savePhoenix Feather Cape

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP; Phoenix Creature 70 HP No known recipe use
item - equipment - check in savePhysician's Cloak

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - equipment - check in savePristine Pinecone

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in savePotman Charm

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - equipment - ready to comparePlutonic Idol

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - ready to comparePomona's Gift

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in savePumice

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in savePyromancer's Ring

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - equipment - check in saveCape of Pyzifax Banner

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - equipment - check in saveScholar's Ring

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveRobigus Idol

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - ready to compareSilvanic Idol

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in saveSinew Bowstring

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveSpiritual Stone

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveSmoldering Ring

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveTellus Idol

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - ready to compareStrange Machinery

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in saveVenus Idol

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - check in saveVulture Scent Gland

Save first, then confirm exact behavior in your current build.

current save Vulture Creature 80 HP No known recipe use
item - equipment - check in saveWalking Stick

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - ready to compareWrist Wraps

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - check in saveWarm Rock

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - equipment - ready to compareMiniature Wicker Man

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - food - check in saveAloe Salve

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveAntidote

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - food - check in saveEnergy Potion

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - food - check in saveMajor Energy Potion

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - food - check in saveBottle of Hot Spring Water

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - food - ready to compareMajor Poison

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Check current save Poisoned Arrow, Poison Pot
item - food - check in saveBottle of Resin

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - ready to compareVenus' Perfume

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Check current save No known recipe use
item - food - ready to compareAmbrosia

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Check current save No known recipe use
item - food - check in saveNectar

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - ready to compareApricot

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Check current save Gustum de Praecoquis, Scorpion Skewers, Minutal Ex Praecoquis
item - food - ready to compareApple

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Check current save Emperor's Salad, Minutal Matianum, Patina de Malis
item - food - check in saveBeer

Save first, then confirm exact behavior in your current build.

Citizen Work Order Recipe via Citizen Work Order, worker level 1, yields 1 No known recipe use
item - food - ready to compareBlackberry

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Blackberry Crop cultivated 1-2 100%; Blackberry Crop wild 3-4 100% Berry Crostata
item - food - ready to compareWhite Currant

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save White Currant Crop cultivated 1-2 100%; White Currant Crop wild 3-4 100% Berry Crostata
item - food - ready to compareRed Currant

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Red Currant Crop cultivated 1-2 100%; Red Currant Crop wild 3-4 100% Berry Crostata
item - food - ready to compareCheese

Compare health, citizen food, pots, and Bakery pressure before cooking.

Bakery Recipe via Bakery, worker level 1, yields 1; Goat Female Creature Globi, Libum, Moretum and Bread +1 more
item - food - ready to compareBread

Compare health, citizen food, pots, and Bakery pressure before cooking.

Bakery Recipe via Bakery, worker level 1, yields 1 Moretum and Bread, Isicia Omentata
item - food - ready to compareCabbage

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Cabbage Crop cultivated 1-1 100%; Cabbage Crop wild 1-1 100% Emperor's Salad
item - food - ready to compareStrange crab Meat

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Bush Crab Creature; Rock Crab Creature Isicia Marina
item - food - ready to compareDates

Keep the first copy out of trade and cooking routes.

current save Plains Merchant level 1; Forest Merchant level 1 Dulcia Domestica, Isicia Marina, Phoenix And Olives
item - food - check in saveBerry Crostata

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 1, yields 1 No known recipe use
item - food - ready to compareDelectable Platter

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Check current save No known recipe use
item - food - check in saveDulcia Domestica

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 2, yields 1 No known recipe use
item - food - check in saveDeep Fried Fish

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 2, yields 1 No known recipe use
item - food - check in saveEel

Save first, then confirm exact behavior in your current build.

current save Plains Merchant level 3; Forest Merchant level 3 No known recipe use
item - food - ready to compareEgg

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Vulture Creature; Bird Creature Patina de Malis, Patina de Piris
item - food - check in saveEmperor's Salad

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 1, yields 1 No known recipe use
item - food - ready to compareFruit Salad

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Check current save No known recipe use
item - food - ready to compareFish

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Plains Merchant level 2; Forest Merchant level 2 Deep Fried Fish, Minutal Ex Praecoquis, Garum
item - food - check in saveGlobi

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 1, yields 1 No known recipe use
item - food - ready to compareGrapes

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Grapes Crop cultivated 1-2 100%; Grapes Crop wild 1-1 100% Bedouin Cloak, Grape Paste
item - food - check in saveGustum de Praecoquis

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 3, yields 1 No known recipe use
item - food - check in saveLibum

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 2, yields 1 No known recipe use
item - food - check in saveMead

Save first, then confirm exact behavior in your current build.

Citizen Work Order Recipe via Citizen Work Order, worker level 1, yields 1 No known recipe use
item - food - ready to compareHoney

Keep the first copy out of trade and cooking routes.

Bakery Recipe via Bakery, worker level 1, yields 1 Globi, Dulcia Domestica, Libum +8 more
item - food - check in saveCooked Meat Haunch

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveCooked Meat Cut

Save first, then confirm exact behavior in your current build.

current save Neutral Satyr Creature; Grey Satyr Brute Creature No known recipe use
item - food - check in saveIsicia Omentata

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 4, yields 1 No known recipe use
item - food - check in saveCooked Small Game

Save first, then confirm exact behavior in your current build.

current save Grey Satyr Tent World drop No known recipe use
item - food - check in saveMinutal Ex Praecoquis

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 6, yields 1 No known recipe use
item - food - check in saveMinutal Matianum

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 5, yields 1 No known recipe use
item - food - check in saveIsicia Marina

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 3, yields 1; Pyzifax World drop 400 HP No known recipe use
item - food - check in saveMinutal Vulcanum

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 7, yields 1 No known recipe use
item - food - check in saveMoretum and Bread

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 4, yields 1 No known recipe use
item - food - ready to compareChanterelle Mushroom

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Chanterelle Mushroom Crop cultivated 1-1 100%; Chanterelle Mushroom Crop wild 2-3 100% Mushroom Skewer
item - food - ready to compareBoletus Mushroom

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Boletus Mushroom Crop cultivated 1-1 100%; Boletus Mushroom Crop wild 2-3 100% Mushroom Skewer
item - food - check in savePoison Mushroom

Save first, then confirm exact behavior in your current build.

current save Poison Mushroom Crop cultivated 1-1 100%; Poison Mushroom Crop wild 2-3 100% No known recipe use
item - food - check in saveMushroom Skewer

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 1, yields 1 No known recipe use
item - food - ready to compareYellow Onion

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Plains Merchant level 1; Forest Merchant level 1 Sausage, Minutal Ex Praecoquis
item - food - check in savePasta

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in savePasta Bolognese

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - ready to compareOlives

Keep the first copy out of trade and cooking routes.

current save Olives Crop cultivated 1-3 100% Emperor's Salad, Pinsa, Phoenix And Olives +1 more
item - food - check in savePasta Carbonara

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in savePatina de Malis

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 5, yields 1; VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - food - check in savePatina de Piris

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 9, yields 1 No known recipe use
item - food - ready to comparePear

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Check current save Patina de Piris
item - food - check in savePhoenix Wing

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in savePhoenix And Olives

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 7, yields 1 No known recipe use
item - food - check in savePinsa

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 6, yields 1 No known recipe use
item - food - ready to comparePine Nuts

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Check current save Emperor's Salad, Dulcia Domestica, Moretum and Bread +1 more
item - food - check in savePomegranate

Save first, then confirm exact behavior in your current build.

current save Plains Merchant level 3; Forest Merchant level 3 No known recipe use
item - food - ready to comparePiracium

Compare health, citizen food, pots, and Bakery pressure before cooking.

current save Check current save Patina de Piris
item - food - check in saveSalamander Jerky

Save first, then confirm exact behavior in your current build.

current save Engineer Creature; Master Engineer Creature No known recipe use
item - food - check in saveSalamander Skewer

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 7, yields 1 No known recipe use
item - food - check in saveCooked Scorpion Meat

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveScorpion Skewers

Save first, then confirm exact behavior in your current build.

Bakery Recipe via Bakery, worker level 3, yields 1 No known recipe use
item - food - check in saveShroom Bar

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveHealth Potion

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP; Merchant level 6 No known recipe use
item - food - ready to compareWine

Compare health, citizen food, pots, and Bakery pressure before cooking.

Citizen Work Order Recipe via Citizen Work Order, worker level 1, yields 1; Pyzifax World drop Isicia Omentata, Patina de Malis
item - food - ready to compareSausage

Compare health, citizen food, pots, and Bakery pressure before cooking.

Bakery Recipe via Bakery, worker level 1, yields 1 Pinsa
item - food - check in saveHealth Potion+

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveMajor Health Potion

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - food - check in saveHealth Potion++

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveMajor Health Potion+

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveMinor Health Potion

Save first, then confirm exact behavior in your current build.

current save Merchant level 4 No known recipe use
item - food - check in saveMajor Health Potion++

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveMinor Health Potion+

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveSuperior Health Potion

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveMinor Health Potion++

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveSuperior Health Potion++

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveSupreme Health Potion

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveSuperior Health Potion+

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveSupreme Health Potion+

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveSupreme Health Potion++

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - food - check in saveMystic Potion

Save first, then confirm exact behavior in your current build.

current save Minerva Projection Creature 9999 HP No known recipe use
item - food - check in saveBottled Rage

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - furniture - check in saveBarricade

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 1, yields 2 No known recipe use
item - furniture - check in saveBed

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 1, yields 1 No known recipe use
item - food - ready to compareOrcus Blood

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - furniture - check in saveDrum

Save first, then confirm exact behavior in your current build.

current save Desert Merchant level 1 No known recipe use
item - furniture - check in saveChest

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 1, yields 1 No known recipe use
item - furniture - check in saveLyre

Save first, then confirm exact behavior in your current build.

current save Desert Merchant level 1 No known recipe use
item - furniture - check in saveLeather Bedroll

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, yields 1 No known recipe use
item - furniture - check in saveTarget Dummy

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 1, yields 1 No known recipe use
item - furniture - check in saveCamping Tent

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, yields 1 No known recipe use
item - furniture - check in saveBucket

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 1, yields 1 No known recipe use
item - furniture - check in saveBeehive

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 1, yields 1; Beehive World drop No known recipe use
item - furniture - check in saveBronze Cart

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 1, yields 1 No known recipe use
item - furniture - check in saveCampfire

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - furniture - check in saveWooden Cart

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 1, yields 1 No known recipe use
item - furniture - check in saveCauldron

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 1, yields 1; Cauldron World drop No known recipe use
item - furniture - ready to compareExplosive Pot

Craft only when storage, comfort, or building utility needs it.

Pottery Recipe via Pottery, worker level 6, yields 1 Explosive Arrow
item - furniture - ready to compareIncendiary Pot

Craft only when storage, comfort, or building utility needs it.

Pottery Recipe via Pottery, worker level 6, yields 1 Fire Arrow
item - furniture - check in saveMassive Pot

Save first, then confirm exact behavior in your current build.

Pottery Recipe via Pottery, worker level 1, yields 1 No known recipe use
item - furniture - check in savePoison Pot

Save first, then confirm exact behavior in your current build.

Pottery Recipe via Pottery, worker level 1, yields 1 No known recipe use
item - furniture - check in saveSmall Pot

Save first, then confirm exact behavior in your current build.

Pottery Recipe via Pottery, worker level 1, yields 5 No known recipe use
item - furniture - check in saveLightning Pot

Save first, then confirm exact behavior in your current build.

Pottery Recipe via Pottery, worker level 1, yields 1 No known recipe use
item - furniture - check in saveWorkbench

Save first, then confirm exact behavior in your current build.

current save Workbench World drop No known recipe use
item - furniture - check in saveWar Table

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 1, yields 1; War Table World drop No known recipe use
item - material - ready to compareRadiant Pilum Shank

Protect first copies until source, recipe, and used-in pressure are clear.

current save Satyr Brute Creature; Satyr Brute Spectator Creature Sancta Trinita Pilum
item - material - ready to compareAloe Vera

Protect first copies until source, recipe, and used-in pressure are clear.

current save Aloe Vera Crop cultivated 1-2 100%; Aloe Vera Crop wild 1-1 100% Mirage Laurels, Mirage's Tunic, Mirage's Boots +2 more
item - material - ready to compareRadiant Pilum Tip

Protect first copies until source, recipe, and used-in pressure are clear.

current save Fire Elemental Creature Sancta Trinita Pilum
item - material - ready to compareRadiant Pilum Shaft

Protect first copies until source, recipe, and used-in pressure are clear.

current save Grey Satyr Brute Creature Sancta Trinita Pilum
item - material - ready to compareBonesplint

Keep the first copy out of trade and cooking routes.

Leatherworker Recipe via Leatherworker, worker level 4, yields 2 Spectral Leather Hood, Spectral Leather Armour, Spectral Leather Boots +3 more
item - material - ready to compareBone

Keep the first copy out of trade and cooking routes.

current save Fallen Creature; Fallen Bloat Creature Bonesplint, Cape of the Fallen
item - material - ready to compareBronze Bar

Protect first copies until source, recipe, and used-in pressure are clear.

Blacksmith Recipe via Blacksmith, worker level 2, yields 2; Lava Construct Creature 200 HP Bronze Gladius, Tectonic Helmet, Tectonic Armor +18 more
item - material - ready to compareBronze Nails

Keep the first copy out of trade and cooking routes.

Blacksmith Recipe via Blacksmith, worker level 2, yields 5 Chest, Chitin Helmet, Chitin Armor +4 more
item - material - ready to compareBronze Thread

Protect first copies until source, recipe, and used-in pressure are clear.

Blacksmith Recipe via Blacksmith, worker level 2, yields 5 Cultus Headpiece, Cultus Robes, Cultus Sandals +1 more
item - material - ready to compareBronze Pilum Head

Protect first copies until source, recipe, and used-in pressure are clear.

Blacksmith Recipe via Blacksmith, worker level 2, yields 5 Bronze Pilum
item - material - ready to compareCoal

Keep the first copy out of trade and cooking routes.

Citizen Work Order Recipe via Citizen Work Order, worker level 1, yields 2; Recipe via current station, worker level 2, yields 2 Basalt Bulwark Helmet, Basalt Bulwark Chestplate, Basalt Bulwark Greaves +1 more
item - material - ready to compareChitin

Protect first copies until source, recipe, and used-in pressure are clear.

current save Big Scorpion Creature; Rock Crab Creature Chitin Helmet, Chitin Armor, Chitin Boots
item - material - ready to compareCopper Bar

Keep the first copy out of trade and cooking routes.

Quarry / Miner Work Order Recipe via current station, worker level 2, yields 1; Grey Satyr Brute Creature Copper Gladius, Talon of Minerva, Copper Shield +18 more
item - material - ready to compareCopper Nails

Protect first copies until source, recipe, and used-in pressure are clear.

Blacksmith Recipe via Blacksmith, worker level 1, yields 5 Thick Leather Armor, Thick Leather Sandals, Thick Leather Hood
item - material - ready to compareCopper Pilum Head

Protect first copies until source, recipe, and used-in pressure are clear.

Blacksmith Recipe via Blacksmith, worker level 1, yields 5 Copper Pilum
item - material - ready to compareCopper Thread

Protect first copies until source, recipe, and used-in pressure are clear.

Blacksmith Recipe via Blacksmith, worker level 1, yields 5 Camillus Headpiece, Camillus Robes, Camillus Sandals +1 more
item - material - ready to compareCursed Bone

Protect first copies until source, recipe, and used-in pressure are clear.

current save Check current save Bonesplint
item - material - ready to compareCured Hide

Keep the first copy out of trade and cooking routes.

Leatherworker Recipe via Leatherworker, worker level 1, yields 1; Bear Creature Bronze Helmet, Bronze Chestplate, Bronze Greaves +20 more
item - material - check in saveDough

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - material - ready to compareCyclops Shard

Keep the first copy out of trade and cooking routes.

current save Check current save Tectonic Helmet, Tectonic Armor, Tectonic Boots +3 more
item - material - ready to compareGranite Tooth

Protect first copies until source, recipe, and used-in pressure are clear.

current save Check current save Pontifex Headpiece, Pontifex Vestments, Pontifex Sandals
item - material - ready to compareNail of the Cyclops

Keep the first copy out of trade and cooking routes.

current save Check current save Tectonic Maul, Tectonic Arcuballista, Tectonic Scroll
item - material - ready to compareEmber Cloth

Protect first copies until source, recipe, and used-in pressure are clear.

Leatherworker Recipe via Leatherworker, worker level 5, yields 1; Magus Ceres Creature Iron Thread, Iron Rod, Augur Headpiece +7 more
item - material - ready to compareFine Cloth

Protect first copies until source, recipe, and used-in pressure are clear.

current save Check current save Pontifex Headpiece, Pontifex Vestments, Pontifex Sandals
item - material - ready to compareEmber Orchid

Protect first copies until source, recipe, and used-in pressure are clear.

current save Ember Orchid Crop cultivated 1-1 100%; Ember Orchid Crop wild 1-1 100% Ember Cloth, Pyroclast Mask, Pyroclast Armor +3 more
item - material - ready to compareEthereal Fabric

Protect first copies until source, recipe, and used-in pressure are clear.

current save Magus Orcus Creature; Magus Venus Creature Flamines Minores Apex, Flamines Minores Vestments, Flamines Minores Sandals +4 more
item - material - ready to compareFirescale

Keep the first copy out of trade and cooking routes.

current save Lava Snake Creature; Lava Snake Creature 60 HP Basalt Bulwark Helmet, Basalt Bulwark Chestplate, Basalt Bulwark Greaves +4 more
item - material - ready to compareEmpty Pot

Protect first copies until source, recipe, and used-in pressure are clear.

Pottery Recipe via Pottery, worker level 1, yields 5; Merchant level 2 Beer, Olive Oil, Garum +2 more
item - material - ready to compareFlint Pilum Head

Protect first copies until source, recipe, and used-in pressure are clear.

Leatherworker Recipe via Leatherworker, worker level 1, yields 5 Flint Pilum
item - material - ready to compareGold Bar

Protect first copies until source, recipe, and used-in pressure are clear.

current save Resource Gold World drop Gold Plated Chestplate, Gold Plated Greaves, Gold Plated Helmet
item - material - ready to compareFlint Shard

Protect first copies until source, recipe, and used-in pressure are clear.

Quarry / Miner Work Order Recipe via current station, worker level 1, yields 5; Satyr Tiny World drop Flint Pilum Head
item - material - ready to compareGarum

Keep the first copy out of trade and cooking routes.

Citizen Work Order Recipe via Citizen Work Order, worker level 1, yields 1 Isicia Marina, Gustum de Praecoquis, Isicia Omentata +6 more
item - material - ready to compareGrape Paste

Protect first copies until source, recipe, and used-in pressure are clear.

Citizen Work Order Recipe via Citizen Work Order, worker level 1, yields 1; Recipe via Citizen Work Order, worker level 1, yields 1 Wine
item - material - ready to compareFlour

Protect first copies until source, recipe, and used-in pressure are clear.

Citizen Work Order Recipe via Citizen Work Order, worker level 1, yields 1; Recipe via Citizen Work Order, worker level 1, yields 1 Bread, Berry Crostata, Globi +2 more
item - material - ready to compareGuardians Talon

Keep the first copy out of trade and cooking routes.

current save OO Owl Of Minerva Creature 250 HP Feathered Sword, Feathered Bow
item - material - ready to compareCoriander

Protect first copies until source, recipe, and used-in pressure are clear.

current save Coriander Crop cultivated 1-2 100%; Coriander Crop wild 2-3 100% Scorpion Skewers, Salamander Skewer, Minutal Vulcanum
item - material - ready to compareCumin

Protect first copies until source, recipe, and used-in pressure are clear.

current save Check current save Patina de Piris
item - material - ready to compareGuardians Feather

Keep the first copy out of trade and cooking routes.

current save OO Owl Of Minerva Creature 250 HP Feathered Sword, Talon of Minerva, Lightning Arrow +9 more
item - material - ready to compareMint

Keep the first copy out of trade and cooking routes.

current save Mint Crop cultivated 1-1 100%; Mint Crop wild 2-3 100% Gustum de Praecoquis, Minutal Matianum, Phoenix And Olives
item - material - ready to compareBay Leaf

Protect first copies until source, recipe, and used-in pressure are clear.

current save Bay Leaf Crop cultivated 1-1 100%; Bay Leaf Crop wild 2-3 100% Libum, Minutal Ex Praecoquis
item - material - ready to comparePepper Corns

Keep the first copy out of trade and cooking routes.

current save Pepper Corns Crop cultivated 1-2 100%; Pepper Corns Crop wild 2-3 100% Phoenix And Olives, Salamander Skewer
item - material - ready to compareHoney Comb

Protect first copies until source, recipe, and used-in pressure are clear.

Citizen Work Order Recipe via Citizen Work Order, worker level 1, yields 1; Log (Beehive) World drop Honey
item - material - ready to compareIron Nails

Keep the first copy out of trade and cooking routes.

Blacksmith Recipe via Blacksmith, worker level 5, yields 5 Firescale Cowl, Firescale Armor, Firescale Boots
item - material - ready to compareIron Bar

Protect first copies until source, recipe, and used-in pressure are clear.

Quarry / Miner Work Order Recipe via current station, worker level 5, yields 1; Engineer Creature Iron Gladius, Iron Shield, Iron Daggers +14 more
item - material - ready to compareIron Pilum Head

Protect first copies until source, recipe, and used-in pressure are clear.

Blacksmith Recipe via Blacksmith, worker level 5, yields 5 Iron Pilum
item - material - ready to compareIron Thread

Protect first copies until source, recipe, and used-in pressure are clear.

Blacksmith Recipe via Blacksmith, worker level 5, yields 5 Augur Headpiece, Augur Robes, Augur Sandals +2 more
item - material - ready to compareIron Rod

Protect first copies until source, recipe, and used-in pressure are clear.

Blacksmith Recipe via Blacksmith, worker level 5, yields 1 Iron Gladius, Iron Shield, Iron Daggers +4 more
item - material - ready to compareLeather

Protect first copies until source, recipe, and used-in pressure are clear.

Leatherworker Recipe via Leatherworker, worker level 1, yields 1; Bear Creature Copper Helmet, Copper Chestplate, Copper Greaves +13 more
item - material - ready to compareRaw Meat Cut

Protect first copies until source, recipe, and used-in pressure are clear.

current save Boar Creature; Rat Big Creature Minutal Matianum, Minutal Ex Praecoquis
item - material - ready to compareRaw Meat Haunch

Protect first copies until source, recipe, and used-in pressure are clear.

current save Bear Creature; Rat Giant Creature Isicia Omentata
item - material - ready to compareLinen

Protect first copies until source, recipe, and used-in pressure are clear.

current save Linen Crop cultivated 1-2 100%; Linen Crop wild 2-4 100% Onager Scarf, Onager Sash, Onager Sandals +7 more
item - material - ready to compareRaw Phoenix Wing

Keep the first copy out of trade and cooking routes.

current save Phoenix Egg Creature; Phoenix Egg Creature 40 HP Phoenix And Olives, Minutal Vulcanum
item - material - ready to compareRaw Scorpion Meat

Protect first copies until source, recipe, and used-in pressure are clear.

current save Big Scorpion Creature; Small Scorpion Creature Scorpion Skewers
item - material - ready to compareRaw Salamander Meat

Protect first copies until source, recipe, and used-in pressure are clear.

current save Lava Lizard Creature; Lava Lizard Creature 5 HP Salamander Skewer, Minutal Vulcanum
item - material - ready to compareMedusa's Head

Protect first copies until source, recipe, and used-in pressure are clear.

current save Gorgon Creature; Medusa World drop Aegis
item - material - ready to compareOlive Paste

Protect first copies until source, recipe, and used-in pressure are clear.

Citizen Work Order Recipe via Citizen Work Order, worker level 1, yields 1; Recipe via Citizen Work Order, worker level 1, yields 1 Olive Oil
item - material - ready to compareOlive Oil

Keep the first copy out of trade and cooking routes.

Citizen Work Order Recipe via Citizen Work Order, worker level 1, yields 1 Globi, Deep Fried Fish, Moretum and Bread +5 more
item - material - ready to compareRaw Small Game Meat

Protect first copies until source, recipe, and used-in pressure are clear.

current save Rat Creature; Bird Creature Sausage
item - material - ready to comparePoison Gland

Protect first copies until source, recipe, and used-in pressure are clear.

current save Big Scorpion Creature; Small Scorpion Creature Scorpio Helmet, Scorpio Breastplate, Scorpio Sandals +1 more
item - material - ready to compareResearch Paper

Protect first copies until source, recipe, and used-in pressure are clear.

Philosopher Recipe via Philosopher, worker level 1, yields 2; VP Volcanic Phoenix Boss Creature 1000 HP Volumen Vitae
item - material - check in saveGuardian's Eye

Save first, then confirm exact behavior in your current build.

current save OO Owl Of Minerva Creature 250 HP No known recipe use
item - material - ready to compareMemory of Rome

Protect first copies until source, recipe, and used-in pressure are clear.

current save Check current save Flamines Minores Apex, Flamines Minores Vestments, Flamines Minores Sandals +3 more
item - material - ready to compareSilver Pilum Head

Protect first copies until source, recipe, and used-in pressure are clear.

Blacksmith Recipe via Blacksmith, worker level 7, yields 5 Silver Pilum
item - material - ready to compareQueen bee

Protect first copies until source, recipe, and used-in pressure are clear.

current save Log (Beehive) World drop Beehive
item - material - ready to compareSpectral Leather

Protect first copies until source, recipe, and used-in pressure are clear.

current save Check current save Spectral Leather Hood, Spectral Leather Armour, Spectral Leather Boots
item - material - ready to compareCore Vessel

Protect first copies until source, recipe, and used-in pressure are clear.

current save Check current save Pontifex Headpiece, Pontifex Vestments, Pontifex Sandals
item - material - ready to compareTin Bar

Protect first copies until source, recipe, and used-in pressure are clear.

Quarry / Miner Work Order Recipe via current station, worker level 3, yields 1; Resource Tin World drop Bronze Bar
item - material - ready to compareSilver Bar

Protect first copies until source, recipe, and used-in pressure are clear.

Quarry / Miner Work Order Recipe via current station, worker level 8, yields 1; Resource Silver World drop Silver Gladius, Silver Shield, Silver Daggers +11 more
item - material - ready to compareTalos Plate

Protect first copies until source, recipe, and used-in pressure are clear.

current save Check current save Flamen Volcanalis Spellblade, Malleus Mechanicus, Flamen Volcanalis Hood +3 more
item - material - ready to compareTalos Bolt

Protect first copies until source, recipe, and used-in pressure are clear.

current save Check current save Flamen Volcanalis Spellblade, Malleus Mechanicus, Flamen Volcanalis Bow
item - material - ready to compareUnidentified Scripture

Protect first copies until source, recipe, and used-in pressure are clear.

current save Check current save No known recipe use
item - misc - check in saveEmberworm

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - material - ready to compareWheat

Protect first copies until source, recipe, and used-in pressure are clear.

current save Wheat Crop cultivated 1-3 100%; Wheat Crop wild 1-1 100% Beehive, Target Dummy, Leather Bedroll +2 more
item - material - ready to compareWood Plank

Keep the first copy out of trade and cooking routes.

Carpenter Recipe via Carpenter, worker level 1, yields 6; Merchant level 1 Bronze Cart, War Table, Bed +5 more
item - material - ready to compareWool

Keep the first copy out of trade and cooking routes.

current save Magus Diana Creature; Magus Minerva Creature Copper Thread, Leather Bedroll, Camillus Headpiece +5 more
item - material - ready to compareWood Stick

Keep the first copy out of trade and cooking routes.

Blacksmith Recipe via Blacksmith, worker level 1, yields 5; Recipe via Carpenter, worker level 1, yields 1 Mushroom Skewer, Scorpion Skewers, Cheese +20 more
item - misc - check in saveGhostworm

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveEnchanted Worm

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveLarvae

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveWorm

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveSandworm

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveJuicy Worm

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - ready to compareAmethyst

Use as a lookup lead, then open the focused route before spending.

current save Check current save Aegis, Crystalline Hood, Crystalline Vestments +1 more
item - misc - ready to compareRuby

Use as a lookup lead, then open the focused route before spending.

current save Check current save Crystalline Hood, Crystalline Vestments, Crystalline Boots
item - misc - check in saveFlagstone Path

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveDiamond

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - ready to compareEmerald

Use as a lookup lead, then open the focused route before spending.

current save Check current save Crystalline Hood, Crystalline Vestments, Crystalline Boots
item - misc - ready to compareSapphire

Use as a lookup lead, then open the focused route before spending.

current save Check current save Aegis, Crystalline Hood, Crystalline Vestments +1 more
item - misc - check in saveChunk of Amber

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveAncient Amulet

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveCanteen of Youth

Save first, then confirm exact behavior in your current build.

current save Merchant level 4 No known recipe use
item - misc - ready to compareChicken of the Woods

Use as a lookup lead, then open the focused route before spending.

current save Check current save No known recipe use
item - misc - check in saveBare Feather

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveBronze Dodecahedron

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveFossil

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveObsidian Shard

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveDesert Glass

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveDesert Rose

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - misc - check in saveFossilised Skull

Save first, then confirm exact behavior in your current build.

current save Bone Crab Creature 70 HP No known recipe use
item - misc - ready to compareDelightful Nectar

Use as a lookup lead, then open the focused route before spending.

current save Check current save No known recipe use
item - misc - check in savePretty Feather

Save first, then confirm exact behavior in your current build.

current save OO Owl Of Minerva Creature 250 HP No known recipe use
item - misc - ready to compareSarritor's Gift

Use as a lookup lead, then open the focused route before spending.

current save Check current save No known recipe use
item - misc - check in saveSmoking Bracelet

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveOld Phoenix Feather

Save first, then confirm exact behavior in your current build.

current save Phoenix Egg Creature 40 HP No known recipe use
item - misc - check in saveRock Crystal

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveStone Heart

Save first, then confirm exact behavior in your current build.

current save Gorgon Creature 110 HP; Rock Crab Creature 20 HP No known recipe use
item - misc - check in saveDenarius

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveAureus

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveChunk of Volcanic Amber

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - ready to compareStrange Golden Canteen

Use as a lookup lead, then open the focused route before spending.

current save Check current save No known recipe use
item - misc - check in saveElectrum

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveQuadrans

Save first, then confirm exact behavior in your current build.

current save OO Owl Of Minerva Creature 250 HP; VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - misc - check in savePlaceable Grass - Dry Plains

Save first, then confirm exact behavior in your current build.

current save Merchant level 3 No known recipe use
item - misc - check in savePlaceable Sand - Desert

Save first, then confirm exact behavior in your current build.

current save Desert Merchant level 1; Volcano Merchant level 1 No known recipe use
item - misc - check in savePlaceable Grass - Plains

Save first, then confirm exact behavior in your current build.

current save Merchant level 3 No known recipe use
item - misc - check in savePlaceable Tall Grass - Plains

Save first, then confirm exact behavior in your current build.

current save Merchant level 3 No known recipe use
item - misc - check in savePlaceable Dirt

Save first, then confirm exact behavior in your current build.

current save Merchant level 3 No known recipe use
item - misc - check in savePlaceable Tall Grass - Dry Plains

Save first, then confirm exact behavior in your current build.

current save Merchant level 3 No known recipe use
item - misc - check in saveMixed Seed Pouch

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveTorn Pelts

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveDried Seed Pouch

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveMediocre Pelts

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - misc - check in saveHealthy Seed Pouch

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveQuality Pelts

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveScattered Spoils of War

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveBloodied Spoils of War

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - misc - check in saveGolden Scales

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveBasic Cargo

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveGlorious Spoils of War

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveScarce Cargo

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - misc - check in saveFine Accessory

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveValuable Cargo

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveAstounding Accessory

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveHandmade Craft

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveDelicate Accessory

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - misc - check in saveImpressive Craft

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveMasterwork Craft

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - misc - check in saveBrick Road Upgrade

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 4, yields 10 No known recipe use
item - misc - check in saveConcrete Town Road Upgrade

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 7, yields 10 No known recipe use
item - misc - check in saveOrange Brick Road Upgrade

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 4, yields 10 No known recipe use
item - misc - check in saveConcrete Road Upgrade

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 7, yields 10 No known recipe use
item - misc - check in saveMarble Road Upgrade

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 9, yields 10 No known recipe use
item - misc - check in saveStone Road Upgrade

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 1, yields 10 No known recipe use
item - misc - check in saveMarble Brick Road Upgrade

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 9, yields 10 No known recipe use
item - quest - check in saveMalformed Satyr Horn

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - quest - ready to compareCrystallized Blood

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - misc - check in saveTown Stone Road Upgrade

Save first, then confirm exact behavior in your current build.

Carpenter Recipe via Carpenter, worker level 1, yields 10 No known recipe use
item - quest - ready to compareThe Moonstring

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - quest - ready to compareAmor Redivivus

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - quest - check in savePhoenix Ash Sample

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - resource - ready to compareBrick

Protect first copies until source, recipe, and used-in pressure are clear.

current save Key World drop; Resource Brick World drop Brick Road Upgrade, Orange Brick Road Upgrade
item - quest - ready to compareDeclaration of War - Pyzifax

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - resource - check in saveAsh

Save first, then confirm exact behavior in your current build.

Citizen Work Order Recipe via Citizen Work Order, worker level 1, yields 1 No known recipe use
item - resource - check in saveBucket

Save first, then confirm exact behavior in your current build.

current save Resource Bucket World drop No known recipe use
item - resource - ready to compareConcrete

Protect first copies until source, recipe, and used-in pressure are clear.

current save Check current save Concrete Road Upgrade, Concrete Town Road Upgrade
item - resource - ready to compareClay

Protect first copies until source, recipe, and used-in pressure are clear.

Citizen Work Order Recipe via Citizen Work Order, worker level 1, yields 1 Empty Pot, Small Pot, Massive Pot +4 more
item - resource - check in saveCopper

Save first, then confirm exact behavior in your current build.

current save Resource Copper World drop No known recipe use
item - resource - check in saveGold

Save first, then confirm exact behavior in your current build.

current save Resource Gold World drop No known recipe use
item - resource - check in saveFlint

Save first, then confirm exact behavior in your current build.

current save Flint World drop No known recipe use
item - resource - check in saveIron

Save first, then confirm exact behavior in your current build.

current save Resource Iron World drop No known recipe use
item - resource - ready to compareLumber

Keep the first copy out of trade and cooking routes.

Citizen Work Order Recipe via Citizen Work Order, worker level 1, yields 1; Resource Lumber World drop War Table, Wood Plank, Barricade +1 more
item - resource - ready to compareMarble

Protect first copies until source, recipe, and used-in pressure are clear.

current save Resource Marble World drop Marble Road Upgrade, Marble Brick Road Upgrade
item - resource - check in saveSilver

Save first, then confirm exact behavior in your current build.

current save Resource Silver World drop No known recipe use
item - resource - ready to compareStone

Protect first copies until source, recipe, and used-in pressure are clear.

current save Recipe via current station, worker level 1, yields 1; Trap Onpickedup Scorpion Stone World drop Stone Road Upgrade, Town Stone Road Upgrade
item - resource - ready to compareWater

Protect first copies until source, recipe, and used-in pressure are clear.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Basalt Bulwark Chestplate

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Basalt Bulwark Helmet

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Bearserker Furs

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Basalt Bulwark Greaves

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Bearserker Fur Cloak

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Bear Cowl

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Bearserker Sandals

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Crystalline Hood

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Crystalline Boots

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Crystalline Vestments

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Druid Cowl

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Druid Robes

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Druid Shoes

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Mirage Robes

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Mirage Cowl

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Mirage Shoes

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Onager Sash

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - resource - check in saveTin

Save first, then confirm exact behavior in your current build.

current save Resource Tin World drop No known recipe use
item - schematic - check in saveRecipe: Onager Scarf

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Onager Sandals

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Pyroclast Armor

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Pyroclast Mask

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Pyroclast Greaves

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Scorpio Helmet

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Scorpio Breastplate

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Scorpio Sandals

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Bark-back

Save first, then confirm exact behavior in your current build.

current save Forest Merchant level 1 No known recipe use
item - schematic - check in saveRecipe: Bedouin Cloak

Save first, then confirm exact behavior in your current build.

current save Desert Merchant level 1; Volcano Merchant level 1 No known recipe use
item - schematic - check in saveRecipe: Cape of the Fallen

Save first, then confirm exact behavior in your current build.

current save Plains Merchant level 1 No known recipe use
item - schematic - check in saveRecipe: Wolf Cowl

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Velites Armor

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Velites Sandals

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveRecipe: Velites Hasta

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - schematic - check in saveSchematic: Logistics Tent

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP; Maximus Memeus Creature 999 HP No known recipe use
item - seed - ready to compareAloe Seeds

Keep the first copy out of trade and cooking routes.

current save Aloe Vera Crop cultivated 1-1 100%; Aloe Vera Crop wild 1-1 20% No known recipe use
item - seed - ready to compareBlackberry Bush Seed

Keep the first copy out of trade and cooking routes.

current save Blackberry Crop cultivated 0-1 33%; Blackberry Crop wild 1-1 10% No known recipe use
item - seed - ready to compareBay Seeds

Keep the first copy out of trade and cooking routes.

current save Bay Leaf Crop cultivated 1-1 100%; Bay Leaf Crop wild 1-1 15% No known recipe use
item - seed - ready to compareRed Currant Bush Seed

Keep the first copy out of trade and cooking routes.

current save Red Currant Crop cultivated 0-1 33%; Red Currant Crop wild 1-1 10% No known recipe use
item - seed - ready to compareWhite Currant Bush Seed

Keep the first copy out of trade and cooking routes.

current save White Currant Crop cultivated 0-1 33%; White Currant Crop wild 1-1 10% No known recipe use
item - seed - ready to compareCoriander Seed

Keep the first copy out of trade and cooking routes.

current save Coriander Crop cultivated 1-1 100%; Coriander Crop wild 2-3 100% No known recipe use
item - seed - ready to compareCabbage Seeds

Keep the first copy out of trade and cooking routes.

current save Cabbage Crop cultivated 1-1 100%; Cabbage Crop wild 1-1 25% No known recipe use
item - seed - ready to compareCumin Seed

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - seed - ready to compareFlax Seed

Keep the first copy out of trade and cooking routes.

current save Linen Crop cultivated 1-1 100%; Linen Crop wild 1-1 33% No known recipe use
item - seed - ready to compareEmber Orchid Seeds

Keep the first copy out of trade and cooking routes.

current save Ember Orchid Crop cultivated 1-1 100%; Ember Orchid Crop wild 1-1 20% No known recipe use
item - seed - ready to compareGrape Seeds

Keep the first copy out of trade and cooking routes.

current save Grapes Crop cultivated 1-1 10%; Grapes Crop wild 0-2 100% No known recipe use
item - seed - ready to compareAmanita Mycelium

Keep the first copy out of trade and cooking routes.

current save Poison Mushroom Crop cultivated 1-1 100%; Poison Mushroom Crop wild 1-1 10% No known recipe use
item - seed - ready to compareMint Seeds

Keep the first copy out of trade and cooking routes.

current save Mint Crop cultivated 1-1 100%; Mint Crop wild 1-1 15% No known recipe use
item - seed - ready to compareBoletus Mycelium

Keep the first copy out of trade and cooking routes.

current save Boletus Mushroom Crop cultivated 1-1 100%; Boletus Mushroom Crop wild 1-1 10% No known recipe use
item - seed - ready to compareOlive Seeds

Keep the first copy out of trade and cooking routes.

current save Olives Crop cultivated 1-1 10%; Olive Tree World drop drops 3-4 No known recipe use
item - seed - ready to compareChanterelle Mycelium

Keep the first copy out of trade and cooking routes.

current save Chanterelle Mushroom Crop cultivated 1-1 100%; Chanterelle Mushroom Crop wild 1-1 10% No known recipe use
item - seed - ready to comparePepper Seed

Keep the first copy out of trade and cooking routes.

current save Pepper Corns Crop cultivated 1-1 100%; Pepper Corns Crop wild 1-1 100% No known recipe use
item - seed - ready to compareTree Sapling

Keep the first copy out of trade and cooking routes.

current save Stone Pine Tree World drop drops 3-4; Tree World drop Bark-back
item - seed - ready to compareApple Tree Sapling

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - seed - ready to compareApricot Tree Sapling

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - seed - ready to comparePalm Tree Sapling

Keep the first copy out of trade and cooking routes.

current save Palm Tree World drop No known recipe use
item - seed - ready to comparePinecone

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - seed - ready to compareWheat Seeds

Keep the first copy out of trade and cooking routes.

current save Wheat Crop cultivated 1-1 100%; Wheat Crop wild 1-2 100% No known recipe use
item - weapon - check in saveAqua Arrow

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - ready to compareBronze Arrow

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 2, yields 100 Lightning Arrow, Poisoned Arrow, Fire Arrow
item - weapon - check in saveCopper Arrow

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 1, yields 100; Grey Satyr Ranger World drop No known recipe use
item - weapon - check in saveBronze Pilum

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 2, yields 5 No known recipe use
item - weapon - check in saveCopper Pilum

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 1, yields 5 No known recipe use
item - weapon - check in saveExplosive Arrow

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Blacksmith Recipe via Blacksmith, worker level 6, yields 5 No known recipe use
item - weapon - check in saveFallen Pilum

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current save Check current save No known recipe use
item - weapon - check in saveFire Arrow

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 4, yields 10; Pyzifax World drop 400 HP No known recipe use
item - weapon - check in saveFlint Arrow

Save first, then confirm exact behavior in your current build.

current save Grey Satyr Ranger World drop; Grey Satyr Tiny World drop No known recipe use
item - weapon - ready to compareIron Arrow

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 5, yields 100; Ashen Skeleton Archer World drop Explosive Arrow
item - weapon - check in saveFlint Pilum

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 1, yields 5 No known recipe use
item - weapon - check in saveIron Pilum

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 5, yields 5 No known recipe use
item - weapon - check in savePoisoned Arrow

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 4, yields 10; OO Owl Of Minerva Creature 250 HP No known recipe use
item - weapon - check in saveLightning Arrow

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Blacksmith Recipe via Blacksmith, worker level 4, yields 10 No known recipe use
item - weapon - check in saveSancta Trinita Pilum

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 7, yields 1 No known recipe use
item - weapon - check in saveSilver Pilum

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 7, yields 5 No known recipe use
item - weapon - check in saveSilver Arrow

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 7, yields 100 No known recipe use
item - weapon - check in saveAshen Bow

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - check in saveAssassin's Scroll

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - weapon - check in saveSagittarii Bow

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1; Pyzifax World drop 400 HP No known recipe use
item - weapon - check in saveAshen Sword

Save first, then confirm exact behavior in your current build.

current save Ashen Skeleton Warrior Creature 100 HP No known recipe use
item - weapon - ready to compareBronze Arcuballista

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 Tectonic Arcuballista
item - weapon - check in saveBearserker Caestus

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - check in saveBronze Daggers

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Blacksmith Recipe via Blacksmith, worker level 2, yields 1 No known recipe use
item - weapon - ready to compareBronze Sledgehammer

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 2, yields 1; Pyzifax World drop 400 HP Tectonic Maul
item - weapon - check in saveBronze Grappling Hook

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - check in saveBronze Hasta

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 2, yields 1; Pyzifax World drop 400 HP No known recipe use
item - weapon - check in saveBronze Shield

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 2, yields 1 No known recipe use
item - weapon - check in saveBronze Gladius

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 2, yields 1; Pyzifax World drop 400 HP No known recipe use
item - weapon - check in saveConstruct Shield

Save first, then confirm exact behavior in your current build.

current save Lava Construct Creature 200 HP No known recipe use
item - weapon - check in saveCopper Arcuballista

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 2, yields 1 No known recipe use
item - weapon - ready to compareArquites Bow

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 2, yields 1 Feathered Bow
item - weapon - check in saveCopper Shield

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 1, yields 1 No known recipe use
item - weapon - check in saveCopper Sledgehammer

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 1, yields 1 No known recipe use
item - weapon - ready to compareCopper Hasta

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 1, yields 1 Velites Hasta
item - weapon - check in saveCopper Daggers

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 1, yields 1; Neutral Satyr Creature 100 HP No known recipe use
item - weapon - ready to compareVolumen Naturae

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - weapon - ready to compareScroll of Diana

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - weapon - check in saveCyclopelli Hammer

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current save Engineer Creature 45 HP; Master Engineer Creature 45 HP No known recipe use
item - weapon - check in saveEmber Scroll

Save first, then confirm exact behavior in your current build.

Philosopher Recipe via Philosopher, worker level 1, yields 1 No known recipe use
item - weapon - ready to compareCopper Gladius

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 1, yields 1 Feathered Sword
item - weapon - check in saveEthereal Scroll

Save first, then confirm exact behavior in your current build.

Philosopher Recipe via Philosopher, worker level 5, yields 1 No known recipe use
item - weapon - check in saveFallen Sword

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current save Fallen Sword Creature 10 HP No known recipe use
item - weapon - check in saveFlint Daggers

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - check in saveFeathered Sword

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 3, yields 1 No known recipe use
item - weapon - check in saveFeathered Bow

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 2, yields 1 No known recipe use
item - weapon - check in saveFallen Pilum Quiver

Save first, then confirm exact behavior in your current build.

current save Fallen Spear Creature 10 HP No known recipe use
item - weapon - check in saveFeathered Scroll

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 2, yields 1 No known recipe use
item - weapon - check in saveFlint Sledgehammer

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - check in saveTalon of Minerva

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 3, yields 1 No known recipe use
item - weapon - check in saveFlint Hasta

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - ready to compareGraverobber's Arcuballista

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - weapon - check in saveFlint Gladius

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - check in saveVolumen Vitae

Save first, then confirm exact behavior in your current build.

Philosopher Recipe via Philosopher, worker level 1, yields 1 No known recipe use
item - weapon - check in saveGrappling Hook

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 1, yields 1 No known recipe use
item - weapon - ready to compareIron Daggers

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 5, yields 1; VP Volcanic Phoenix Boss Creature 1000 HP Silver Daggers
item - weapon - check in saveImprovised Caestus

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - ready to compareIron Arcuballista

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 5, yields 1; VP Volcanic Phoenix Boss Creature 1000 HP Silver Arcuballista
item - weapon - ready to compareBallistarii Bow

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 7, yields 1; VP Volcanic Phoenix Boss Creature 1000 HP Imperator Bow, Flamen Volcanalis Bow
item - weapon - ready to compareIron Sledgehammer

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 5, yields 1; VP Volcanic Phoenix Boss Creature 1000 HP Malleus Mechanicus, Silver Sledgehammer
item - weapon - ready to compareIron Hasta

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 5, yields 1; VP Volcanic Phoenix Boss Creature 1000 HP Silver Hasta
item - weapon - ready to compareIron Shield

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 5, yields 1 Silver Shield
item - weapon - check in saveLeather Pilum Quiver

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 1, yields 1 No known recipe use
item - weapon - ready to compareLinen-wrapped Scroll

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 Tectonic Scroll, Scroll of Mirage
item - weapon - ready to compareIron Gladius

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Blacksmith Recipe via Blacksmith, worker level 5, yields 1; VP Volcanic Phoenix Boss Creature 1000 HP Silver Gladius, Flamen Volcanalis Spellblade
item - weapon - check in saveLucky Clover Hook

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - weapon - check in saveMagus Ceres Scroll

Save first, then confirm exact behavior in your current build.

current save Magus Ceres Creature 80 HP No known recipe use
item - weapon - ready to compareScaevola's Scorched Hand

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - weapon - check in saveMagus Minerva Scroll

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current save Magus Minerva Creature 30 HP No known recipe use
item - weapon - check in saveMagus Mars Scroll

Save first, then confirm exact behavior in your current build.

current save Magus Mars Creature 55 HP No known recipe use
item - weapon - check in saveFlamen Volcanalis Bow

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 7, yields 1 No known recipe use
item - weapon - check in saveMalleus Mechanicus

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 7, yields 1 No known recipe use
item - weapon - check in saveAegis

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Blacksmith Recipe via Blacksmith, worker level 4, yields 1 No known recipe use
item - weapon - check in saveFlamen Volcanalis Spellblade

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 7, yields 1 No known recipe use
item - weapon - check in saveScroll of Mirage

Save first, then confirm exact behavior in your current build.

Philosopher Recipe via Philosopher, worker level 1, yields 1 No known recipe use
item - weapon - check in saveScroll of the Novice

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 1, yields 1 No known recipe use
item - weapon - ready to compareSacrificial Daggers

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - weapon - check in saveOnager Grappling Hook

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - ready to compareScroll of Orcus

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - weapon - check in saveSatyr Daggers

Save first, then confirm exact behavior in your current build.

current save Grey Satyr Barbarian Creature 25 HP No known recipe use
item - weapon - check in saveImperator Bow

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 9, yields 1 No known recipe use
item - weapon - check in saveSilver Arcuballista

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 8, yields 1 No known recipe use
item - weapon - check in saveScorpio Bow

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - check in saveSilver Daggers

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 7, yields 1 No known recipe use
item - weapon - check in saveSilver Shield

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 7, yields 1 No known recipe use
item - weapon - check in saveSilver Sledgehammer

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 7, yields 1 No known recipe use
item - weapon - check in saveSilver Hasta

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 7, yields 1 No known recipe use
item - weapon - check in saveSilver Gladius

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 7, yields 1 No known recipe use
item - weapon - check in saveSkeleton Sword

Save first, then confirm exact behavior in your current build.

current save Skeleton Warrior Creature 150 HP No known recipe use
item - weapon - check in saveSkeleton Bow

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - check in saveScorpion Stinger

Save first, then confirm exact behavior in your current build.

current save Big Scorpion Creature 90 HP No known recipe use
item - weapon - check in saveSnakeskin Scroll

Save first, then confirm exact behavior in your current build.

current save Snake Creature 20 HP No known recipe use
item - weapon - check in saveTectonic Arcuballista

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 4, yields 1 No known recipe use
item - weapon - check in saveTectonic Scroll

Save first, then confirm exact behavior in your current build.

Philosopher Recipe via Philosopher, worker level 4, yields 1 No known recipe use
item - weapon - check in saveTectonic Maul

Save first, then confirm exact behavior in your current build.

Blacksmith Recipe via Blacksmith, worker level 4, yields 1 No known recipe use
item - weapon - check in saveThe Basher

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - ready to compareGravedigger's Shovel

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - weapon - ready to compareGladius Divinus

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - weapon - ready to compareVelites Pilum Quiver

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - weapon - check in saveVulcan's Fire Iron

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - weapon - check in saveBow of Victoria

Save first, then confirm exact behavior in your current build.

current save VP Volcanic Phoenix Boss Creature 1000 HP No known recipe use
item - weapon - check in saveVelites Hasta

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 3, yields 1 No known recipe use
item - weapon - check in saveScroll of Vulcan

Save first, then confirm exact behavior in your current build.

current save Pyzifax World drop 400 HP No known recipe use
item - weapon - check in saveWooden Shield

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - check in saveWooden Arcuballista

Save first, then confirm exact behavior in your current build.

Leatherworker Recipe via Leatherworker, worker level 1, yields 1 No known recipe use
item - weapon - check in saveWooden Bow

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
item - weapon - ready to compareWoolbound Scroll

Compare gear pressure before spending bars, cloth, leather, or rare drops.

Leatherworker Recipe via Leatherworker, worker level 2, yields 1 Feathered Scroll
item - weapon - ready to compareEternal Watch

Keep the first copy out of trade and cooking routes.

current save Check current save No known recipe use
item - equipment - ready to compareCivilian Tunic

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - equipment - ready to compareSandals

Compare gear pressure before spending bars, cloth, leather, or rare drops.

current save Check current save No known recipe use
item - material - ready to compareHoneycomb

Protect first copies until source, recipe, and used-in pressure are clear.

Beehive Recipe via Beehive Honey
item - equipment - check in saveDecayed Pinecone

Save first, then confirm exact behavior in your current build.

current save Check current save No known recipe use
Starting Class Board

Pick The First Bonus Around Your Real First Blocker

Choose combat if the first fights slow you down, gathering if materials are the bottleneck, or construction if the settlement route matters most.

0/8
lookup rows

Search The Complete Settlement Lookup

Use this broad lookup for buildings, enemies, bosses, gods, quests, unlocks, route costs, and first-copy storage checks.

Open Tools Board
Lookup Rows324

Search and save the checks that matter to your current route.

Buildings190

Costs, footprints, workers, upgrades, town roles, and placement cautions.

Combat Leads93

Bosses, enemies, weaknesses, drop leads, and first-copy storage rules.

Unlock Leads41

Shrines, quest gates, offerings, rare items, and routes that need save confirmation.

324lookup rows
building - defense - Current build
Aggro Dummy
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffA target dummy that generates aggro
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / aggro / dummy / footprint / cost
building - god - Current build
Altar
  • Routealtar and offerings
  • RequirementStone x3
  • StatFootprint 3 x 3 tiles; Build progress 90; Needs town: No; Tier 1
  • PayoffUnlocks quests from the gods.
  • ProtectRare offerings, boss drops, and quest materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Reserve road-connected shrine space and check altar requirements before spending offerings.

building / god / altar / offerings / footprint / cost
building - god - Current build
Altar - Level 2
  • Routealtar and offerings
  • RequirementStone x5; Quest: The Giant Owl
  • StatFootprint 3 x 3 tiles; Build progress 90; Needs town: No; Tier 2
  • PayoffGives access to more worship unlocks. Also allows for teleportation between level 2 altars.
  • ProtectRare offerings, boss drops, and quest materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Reserve road-connected shrine space and check altar requirements before spending offerings.

building / god / altar / offerings / level / giant / owl / footprint / cost
building - god - Current build
Altar - Level 3
  • Routealtar and offerings
  • RequirementStone x3 Clay x2 Brick x6; Quest: Virgil's Poem
  • StatFootprint 3 x 3 tiles; Build progress 90; Needs town: No; Tier 3
  • PayoffGives access to even more worship unlocks.
  • ProtectRare offerings, boss drops, and quest materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Reserve road-connected shrine space and check altar requirements before spending offerings.

building / god / altar / offerings / level / virgil / poem / footprint / cost
building - defense - Current build
Automatic Scorpio
  • Routenight defense
  • RequirementLumber x1; Quest: Fueling the Fires
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 1
  • PayoffA ballista that can be loaded with ammo to fire automatically on enemies.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / automatic / scorpio / fueling / fires / footprint / cost
building - defense - Current build
Automatic Scorpio - Level 2
  • Routenight defense
  • RequirementLumber x1 Stone x2
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 2
  • PayoffA ballista that can be loaded with ammo to fire automatically on enemies. Deals more damage with higher upgrade ranks.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / automatic / scorpio / level / footprint / cost
building - defense - Current build
Automatic Scorpio - Level 3
  • Routenight defense
  • RequirementLumber x1 Brick x2
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 3
  • PayoffA ballista that can be loaded with ammo to fire automatically on enemies. Deals more damage with higher upgrade ranks.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / automatic / scorpio / level / footprint / cost
building - defense - Current build
Automatic Scorpio - Level 4
  • Routenight defense
  • RequirementLumber x1 Concrete x2
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No; Tier 4
  • PayoffA ballista that can be loaded with ammo to fire automatically on enemies. Deals more damage with higher upgrade ranks.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / automatic / scorpio / level / footprint / cost
building - defense - Current build
Automatic Scorpio Enemy
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No
  • PayoffAutomatic Scorpio Enemy: build cost (1x Lumber), 2x2 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / automatic / scorpio / enemy / footprint / cost
building - food - Current build
Bakery
  • Routefood chain
  • RequirementLumber x5 Stone x2 Clay x3; Quest: Fruits of the Harvest; Worker: Baker
  • StatFootprint 7 x 8 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a baker who can make various breads from grains.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / bakery / fruits / harvest / baker / footprint / cost
building - food - Current build
Bakery - Level 2
  • Routefood chain
  • RequirementLumber x5 Stone x5 Brick x5; Worker: Baker Upgrade level 1
  • StatFootprint 7 x 8 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a baker who can make various breads from grains. Max baker rank increased to 7.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / bakery / level / baker / upgrade / footprint / cost
building - food - Current build
Bakery - Level 3
  • Routefood chain
  • RequirementLumber x2 Stone x2 Brick x5 Concrete x3; Worker: Baker Upgrade level 2
  • StatFootprint 7 x 8 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a baker who can make various breads from grains. Max baker rank increased to 10.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / bakery / level / baker / upgrade / footprint / cost
building - building - Current build
Barracks
  • Routesettlement route
  • RequirementLumber x8 Stone x6
  • StatFootprint 12 x 6 tiles; Build progress 150; Needs town: No
  • PayoffBarracks
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / barracks / footprint / cost
building - defense - Current build
Barricade
  • Routenight defense
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Needs town: No
  • PayoffBarricade: build cost (free to build), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / barricade / footprint
building - housing - Current build
Bathhouse
  • Routecitizen housing
  • RequirementLumber x8 Stone x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No
  • PayoffBathhouse
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / bathhouse / footprint / cost
building - housing - Current build
Bed
  • Routecitizen housing
  • RequirementFree — no materials required.
  • StatFootprint 2 x 3 tiles; Needs town: No
  • PayoffBed: build cost (free to build), 2x3 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / bed / footprint
building - food - Current build
Beehive
  • Routefood chain
  • RequirementClay x3
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: Yes
  • PayoffGenerates honeycombs.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / beehive / footprint / cost
building - crafting - Current build
Blacksmith
  • Routestation unlock
  • RequirementLumber x5 Stone x5 Clay x2; Quest: The Giant Owl; Worker: Blacksmith
  • StatFootprint 9 x 9 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a blacksmith who can craft various weapons and equipment. Includes a furnace for smelting ore.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / blacksmith / giant / owl / footprint / cost
building - crafting - Current build
Blacksmith - Level 2
  • Routestation unlock
  • RequirementLumber x6 Stone x6 Brick x10; Quest: Proving your worth; Worker: Blacksmith Upgrade level 1
  • StatFootprint 9 x 9 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a blacksmith who can craft various weapons and equipment. Max blacksmith rank increased to 7. Includes a stronger furnace for smelting tougher ore.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / blacksmith / level / proving / your / worth / upgrade / footprint / cost
building - crafting - Current build
Blacksmith - Level 3
  • Routestation unlock
  • RequirementLumber x7 Stone x4 Brick x4 Marble x6 Concrete x8; Worker: Blacksmith Upgrade level 2
  • StatFootprint 9 x 9 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a blacksmith who can craft various weapons and equipment. Max blacksmith rank increased to 10. Includes an even stronger furnace for smelting very tough ore
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / blacksmith / level / upgrade / footprint / cost
building - crafting - Current build
Orange Brick Road Upgrade
  • Routestation unlock
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Build progress 80; Needs town: No
  • PayoffIncreases movement speed by 45%
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / orange / brick / road / upgrade / footprint
building - crafting - Current build
Brick Oven
  • Routestation unlock
  • RequirementStone x8 Clay x6; Quest: Virgil's Poem
  • StatFootprint 4 x 4 tiles; Build progress 150; Needs town: Yes
  • PayoffCreates bricks from clay. The oven needs fuel, so you will have to throw in some flammable items or lumber.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / brick / oven / virgil / poem / footprint / cost
building - crafting - Current build
Brick Road Upgrade
  • Routestation unlock
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Build progress 80; Needs town: No
  • PayoffIncreases movement speed by 45%
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / brick / road / upgrade / footprint
building - storage - Current build
Wooden Bucket (Ash)
  • Routestorage and hauling
  • RequirementLumber x1 Ash x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Current Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffWooden Bucket (Ash): build cost (1x Lumber, 1x Ash), 1x1 footprint in Romestead.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / wooden / bucket / ash / footprint / cost
building - storage - Current build
Wooden Bucket (Clay)
  • Routestorage and hauling
  • RequirementLumber x1 Clay x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Current Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffWooden Bucket (Clay): build cost (1x Lumber, 1x Clay), 1x1 footprint in Romestead.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / wooden / bucket / clay / footprint / cost
building - storage - Current build
Wooden Bucket (Concrete)
  • Routestorage and hauling
  • RequirementLumber x1 Concrete x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Current Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffWooden Bucket (Concrete): build cost (1x Lumber, 1x Concrete), 1x1 footprint in Romestead.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / wooden / bucket / concrete / footprint / cost
building - storage - Current build
Wooden Bucket (Water)
  • Routestorage and hauling
  • RequirementLumber x1 Water x1 Variants Other versions of this building you can place instead. Wooden Bucket Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Current Lumber x 1 Water x 1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffWooden Bucket (Water): build cost (1x Lumber, 1x Water), 1x1 footprint in Romestead.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / wooden / bucket / water / footprint / cost
building - storage - Current build
Wooden Bucket
  • Routestorage and hauling
  • RequirementLumber x1 Variants Other versions of this building you can place instead. Wooden Bucket Current Lumber x 1 Wooden Bucket (Ash) Lumber x 1 Ash x 1 Wooden Bucket (Clay) Lumber x 1 Clay x 1 Wooden Bucket (Concrete) Lumber x 1 Concrete x 1 Wooden Bucket (Water) Lumber x 1 Water x 1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffUsed to carry water, clay and other liquids.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / wooden / bucket / footprint / cost
building - building - Current build
Camerabench
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 2 x 1 tiles; Needs town: No
  • PayoffCamerabench: build cost (free to build), 2x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / camerabench / footprint
building - building - Current build
Campfire
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Needs town: No
  • PayoffCampfire: build cost (free to build), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / campfire / footprint
building - crafting - Current build
Carpenter's Workshop
  • Routestation unlock
  • RequirementLumber x7 Stone x2 Clay x2; Quest: The Giant Owl; Worker: Carpenter
  • StatFootprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffUnlocks the ability to upgrade buildings. Houses a carpenter who can craft furniture.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / carpenter / workshop / giant / owl / footprint / cost
building - crafting - Current build
Carpenter's Workshop - Level 2
  • Routestation unlock
  • RequirementLumber x3 Stone x3 Clay x4 Brick x5; Quest: Virgil's Poem; Worker: Carpenter Upgrade level 1
  • StatFootprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffUnlocks the ability to upgrade buildings. Houses a carpenter who can craft furniture. Max carpenter rank increased to 6.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / carpenter / workshop / level / virgil / poem / upgrade / footprint / cost
building - crafting - Current build
Carpenter's Workshop - Level 3
  • Routestation unlock
  • RequirementLumber x5 Stone x5 Brick x10 Concrete x8 Clay x2; Quest: Profane Artifice; Worker: Carpenter Upgrade level 2
  • StatFootprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffUnlocks the ability to upgrade buildings. Houses a carpenter who can craft furniture. Max carpenter rank increased to 8.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / carpenter / workshop / level / profane / artifice / upgrade / footprint / cost
building - crafting - Current build
Carpenter's Workshop - Level 4
  • Routestation unlock
  • RequirementLumber x6 Stone x6 Clay x5 Brick x6 Marble x8 Concrete x8; Research: 20 x Research Paper; Worker: Carpenter Upgrade level 3
  • StatFootprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 4
  • PayoffUnlocks the ability to upgrade buildings. Houses a carpenter who can craft furniture. Max carpenter rank increased to 10.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / carpenter / workshop / level / research / paper / upgrade / footprint / cost
building - storage - Current build
Wooden Cart
  • Routestorage and hauling
  • RequirementLumber x3 Variants Other versions of this building you can place instead. Bronze Cart Lumber x 3 Wooden Cart Current Lumber x 3
  • StatFootprint 3 x 2 tiles; Build progress 90; Needs town: No
  • PayoffHolds up to 4 resources. Can be connected into a chain with other carts.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / wooden / cart / footprint / cost
building - storage - Current build
Bronze Cart
  • Routestorage and hauling
  • RequirementLumber x3 Variants Other versions of this building you can place instead. Bronze Cart Current Lumber x 3 Wooden Cart Lumber x 3
  • StatFootprint 3 x 2 tiles; Build progress 200; Needs town: No
  • PayoffBronze Cart: build cost (3x Lumber), 3x2 footprint in Romestead.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / bronze / cart / footprint / cost
building - defense - Current build
Stationary Catapult - Level 2
  • Routenight defense
  • RequirementLumber x1 Stone x2 Clay x1
  • StatFootprint 3 x 3 tiles; Build progress 70; Needs town: No; Tier 2
  • PayoffCan catapult throwables far away, dealing higher damage. Damage increased significantly against structures.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / stationary / catapult / level / footprint / cost
building - defense - Current build
Stationary Catapult - Level 3
  • Routenight defense
  • RequirementLumber x2 Brick x3
  • StatFootprint 3 x 3 tiles; Build progress 90; Needs town: No; Tier 3
  • PayoffCan catapult throwables far away, dealing higher damage. Damage increased significantly against structures.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / stationary / catapult / level / footprint / cost
building - defense - Current build
Stationary Catapult
  • Routenight defense
  • RequirementLumber x1 Stone x1
  • StatFootprint 3 x 3 tiles; Build progress 50; Needs town: No; Tier 1
  • PayoffCan catapult throwables far away, dealing higher damage. Damage increased significantly against structures.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / stationary / catapult / footprint / cost
building - food - Current build
Cauldron
  • Routefood chain
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Needs town: No
  • PayoffCauldron: build cost (free to build), 1x1 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / cauldron / footprint
building - resource - Current build
Clay Pit
  • Routeresource automation
  • RequirementLumber x6 Stone x10 Clay x3; Quest: Sanguis Celeste; Worker: Digger
  • StatFootprint 12 x 12 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a digger who automatically digs for resources in the biome. Speed is determined by humidity and the amount of clay tiles nearby.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / clay / pit / sanguis / celeste / digger / footprint / cost
building - resource - Current build
Clay Pit - Level 2
  • Routeresource automation
  • RequirementLumber x2 Stone x5 Brick x9; Worker: Digger Upgrade level 1
  • StatFootprint 12 x 12 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a digger who automatically digs for resources in the biome. Speed is determined by humidity and the amount of clay tiles nearby. Max digger rank...
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / clay / pit / level / digger / upgrade / footprint / cost
building - resource - Current build
Clay Pit - Level 3
  • Routeresource automation
  • RequirementStone x5 Brick x5 Concrete x7; Worker: Digger Upgrade level 2
  • StatFootprint 12 x 12 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a digger who automatically digs for resources in the biome. Speed is determined by humidity and the amount of clay tiles nearby. Max digger rank...
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / clay / pit / level / digger / upgrade / footprint / cost
building - resource - Current build
Clay Pit - Level 4
  • Routeresource automation
  • RequirementStone x2 Brick x4 Concrete x6 Marble x8; Worker: Digger Upgrade level 3
  • StatFootprint 12 x 12 tiles; Build progress 150; Needs town: No; Tier 4
  • PayoffHouses a digger who automatically digs for resources in the biome. Speed is determined by humidity and the amount of clay tiles nearby. Max digger rank...
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / clay / pit / level / digger / upgrade / footprint / cost
building - building - Current build
Coal Trap
  • Routesettlement route
  • RequirementStone x2
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No
  • PayoffDeals fire damage to all creatures standing on it. Also emits light.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / coal / trap / footprint / cost
building - crafting - Current build
Concrete Mixer
  • Routestation unlock
  • RequirementLumber x8 Stone x6; Research: 20 x Research Paper
  • StatFootprint 3 x 3 tiles; Build progress 150; Needs town: Yes
  • PayoffCreates concrete from volcanic ash, clay and water.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / concrete / mixer / research / paper / footprint / cost
building - crafting - Current build
Concrete Road Upgrade
  • Routestation unlock
  • RequirementFree — no materials required.; Research: 30 x Research Paper
  • StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No
  • PayoffIncreases movement speed by 60%
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / concrete / road / upgrade / research / paper / footprint
building - crafting - Current build
Concrete Town Road Upgrade
  • Routestation unlock
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No
  • PayoffIncreases movement speed by 60%
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / concrete / town / road / upgrade / footprint
building - building - Current build
War Table
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 3 x 3 tiles; Needs town: No
  • PayoffWar Table: build cost (free to build), 3x3 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / war / table / footprint
building - resource - Current build
Big Bush Decoration
  • Routeresource automation
  • RequirementLumber x1 Stone x2
  • StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No; Tier 1
  • PayoffBig Bush Decoration: build cost (1x Lumber, 2x Stone), 2x2 footprint in Romestead.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / big / bush / decoration / footprint / cost
building - crafting - Current build
Big Bush Decoration - Level 2
  • Routestation unlock
  • RequirementBrick x2 Stone x2
  • StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No; Tier 2
  • PayoffBig Bush Decoration - Level 2: build cost (2x Brick, 2x Stone), 2x2 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / big / bush / decoration / level / footprint / cost
building - crafting - Current build
Big Bush Decoration - Level 3
  • Routestation unlock
  • RequirementConcrete x3
  • StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No; Tier 3
  • PayoffBig Bush Decoration - Level 3: build cost (3x Concrete), 2x2 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / big / bush / decoration / level / footprint / cost
building - resource - Current build
Big Tree Decoration
  • Routeresource automation
  • RequirementLumber x1 Stone x2
  • StatFootprint 2 x 2 tiles; Build progress 110; Needs town: No; Tier 1
  • PayoffBig Tree Decoration: build cost (1x Lumber, 2x Stone), 2x2 footprint in Romestead.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / big / tree / decoration / footprint / cost
building - crafting - Current build
Big Tree Decoration - Level 2
  • Routestation unlock
  • RequirementBrick x2 Stone x2
  • StatFootprint 2 x 2 tiles; Build progress 110; Needs town: No; Tier 2
  • PayoffBig Tree Decoration - Level 2: build cost (2x Brick, 2x Stone), 2x2 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / big / tree / decoration / level / footprint / cost
building - crafting - Current build
Big Tree Decoration - Level 3
  • Routestation unlock
  • RequirementConcrete x3
  • StatFootprint 2 x 2 tiles; Build progress 110; Needs town: No; Tier 3
  • PayoffBig Tree Decoration - Level 3: build cost (3x Concrete), 2x2 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / big / tree / decoration / level / footprint / cost
building - building - Current build
Bonfire
  • Routesettlement route
  • RequirementLumber x4
  • StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No
  • PayoffProvides light
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / bonfire / footprint / cost
building - building - Current build
Bonfire
  • Routesettlement route
  • RequirementLumber x4
  • StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No
  • PayoffProvides light
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / bonfire / footprint / cost
building - building - Current build
Bonfire
  • Routesettlement route
  • RequirementLumber x4
  • StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No
  • PayoffProvides light
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / bonfire / footprint / cost
building - building - Current build
Bonfire
  • Routesettlement route
  • RequirementLumber x4
  • StatFootprint 2 x 2 tiles; Build progress 90; Needs town: No
  • PayoffProvides light
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / bonfire / footprint / cost
building - building - Current build
Brazier
  • Routesettlement route
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No; Tier 1
  • PayoffProvides light
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / brazier / footprint / cost
building - building - Current build
Brazier - Level 2
  • Routesettlement route
  • RequirementBrick x1 Stone x1
  • StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No; Tier 2
  • PayoffProvides light
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / brazier / level / footprint / cost
building - building - Current build
Brazier - Level 3
  • Routesettlement route
  • RequirementConcrete x1
  • StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No; Tier 3
  • PayoffProvides light
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / brazier / level / footprint / cost
building - crafting - Current build
Cyclop Statue
  • Routestation unlock
  • RequirementConcrete x2 Stone x2 Lumber x3
  • StatFootprint 3 x 3 tiles; Build progress 180; Needs town: No
  • PayoffCyclop Statue: build cost (2x Concrete, 2x Stone, 3x Lumber), 3x3 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / cyclop / statue / footprint / cost
building - decoration - Current build
Fountain
  • Routelate layout
  • RequirementStone x8
  • StatFootprint 3 x 3 tiles; Build progress 180; Needs town: No; Tier 1
  • PayoffFountain: build cost (8x Stone), 3x3 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / decoration / late / layout / fountain / footprint / cost
building - decoration - Current build
Fountain - Level 2
  • Routelate layout
  • RequirementStone x8
  • StatFootprint 3 x 3 tiles; Build progress 180; Needs town: No; Tier 2
  • PayoffFountain - Level 2: build cost (8x Stone), 3x3 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / decoration / late / layout / fountain / level / footprint / cost
building - resource - Current build
Horizontal Bush Decoration
  • Routeresource automation
  • RequirementLumber x1 Stone x1
  • StatFootprint 2 x 1 tiles; Build progress 90; Needs town: No; Tier 1
  • PayoffHorizontal Bush Decoration: build cost (1x Lumber, 1x Stone), 2x1 footprint in Romestead.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / horizontal / bush / decoration / footprint / cost
building - crafting - Current build
Horizontal Bush Decoration - Level 2
  • Routestation unlock
  • RequirementBrick x1 Stone x2
  • StatFootprint 2 x 1 tiles; Build progress 90; Needs town: No; Tier 2
  • PayoffHorizontal Bush Decoration - Level 2: build cost (1x Brick, 2x Stone), 2x1 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / horizontal / bush / decoration / level / footprint / cost
building - crafting - Current build
Horizontal Bush Decoration - Level 3
  • Routestation unlock
  • RequirementConcrete x2
  • StatFootprint 2 x 1 tiles; Build progress 90; Needs town: No; Tier 3
  • PayoffHorizontal Bush Decoration - Level 3: build cost (2x Concrete), 2x1 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / horizontal / bush / decoration / level / footprint / cost
building - crafting - Current build
Monument
  • Routestation unlock
  • RequirementConcrete x2 Stone x2 Lumber x3
  • StatFootprint 3 x 3 tiles; Build progress 180; Needs town: No
  • PayoffMonument: build cost (2x Concrete, 2x Stone, 3x Lumber), 3x3 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / monument / footprint / cost
building - resource - Current build
Small Bush Decoration
  • Routeresource automation
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 70; Needs town: No; Tier 1
  • PayoffSmall Bush Decoration: build cost (1x Lumber), 1x1 footprint in Romestead.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / small / bush / decoration / footprint / cost
building - crafting - Current build
Small Bush Decoration - Level 2
  • Routestation unlock
  • RequirementBrick x1 Stone x1
  • StatFootprint 1 x 1 tiles; Build progress 70; Needs town: No; Tier 2
  • PayoffSmall Bush Decoration - Level 2: build cost (1x Brick, 1x Stone), 1x1 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / small / bush / decoration / level / footprint / cost
building - crafting - Current build
Small Bush Decoration - Level 3
  • Routestation unlock
  • RequirementConcrete x1
  • StatFootprint 1 x 1 tiles; Build progress 70; Needs town: No; Tier 3
  • PayoffSmall Bush Decoration - Level 3: build cost (1x Concrete), 1x1 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / small / bush / decoration / level / footprint / cost
building - crafting - Current build
Torch Bearer Statue
  • Routestation unlock
  • RequirementConcrete x2 Stone x2 Lumber x3
  • StatFootprint 3 x 3 tiles; Build progress 180; Needs town: No
  • PayoffTorch Bearer Statue: build cost (2x Concrete, 2x Stone, 3x Lumber), 3x3 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / torch / bearer / statue / footprint / cost
building - resource - Current build
Vertical Bush Decoration
  • Routeresource automation
  • RequirementLumber x1 Stone x1
  • StatFootprint 1 x 2 tiles; Build progress 90; Needs town: No; Tier 1
  • PayoffVertical Bush Decoration: build cost (1x Lumber, 1x Stone), 1x2 footprint in Romestead.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / vertical / bush / decoration / footprint / cost
building - crafting - Current build
Vertical Bush Decoration - Level 2
  • Routestation unlock
  • RequirementBrick x1 Stone x2
  • StatFootprint 1 x 2 tiles; Build progress 90; Needs town: No; Tier 2
  • PayoffVertical Bush Decoration - Level 2: build cost (1x Brick, 2x Stone), 1x2 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / vertical / bush / decoration / level / footprint / cost
building - crafting - Current build
Vertical Bush Decoration - Level 3
  • Routestation unlock
  • RequirementConcrete x2
  • StatFootprint 1 x 2 tiles; Build progress 90; Needs town: No; Tier 3
  • PayoffVertical Bush Decoration - Level 3: build cost (2x Concrete), 1x2 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / vertical / bush / decoration / level / footprint / cost
building - crafting - Current build
Vulcan Statue
  • Routestation unlock
  • RequirementConcrete x2 Stone x2 Lumber x3
  • StatFootprint 3 x 3 tiles; Build progress 180; Needs town: No
  • PayoffVulcan Statue: build cost (2x Concrete, 2x Stone, 3x Lumber), 3x3 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / vulcan / statue / footprint / cost
building - decoration - Current build
Road
  • Routeroads and layout
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffIncreases movement speed by 15%
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.

building / decoration / roads / layout / road / footprint
building - food - Current build
Beer Dolium
  • Routefood chain
  • RequirementClay x3; Quest: The Scent of Memory
  • StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
  • PayoffUsed to create beer from wheat.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / beer / dolium / scent / memory / footprint / cost
building - food - Current build
Garum Dolium
  • Routefood chain
  • RequirementClay x3; Quest: Honoring the Art
  • StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
  • PayoffUsed to create garum from fish.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / garum / dolium / honoring / art / footprint / cost
building - food - Current build
Mead Dolium
  • Routefood chain
  • RequirementClay x3; Research: 20 x Research Paper
  • StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
  • PayoffUsed to create mead from honey.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / mead / dolium / research / paper / footprint / cost
building - food - Current build
Olive Oil Dolium
  • Routefood chain
  • RequirementClay x3 Worship upgrades Higher tiers of Olive Oil Dolium are unlocked by spending worship points in a god's tree, not built directly. Olive Oil Dolium Ceres · 1 p
  • StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
  • PayoffUsed to create olive oil from olive paste.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / olive / oil / dolium / footprint / cost
building - food - Current build
Wine Dolium
  • Routefood chain
  • RequirementClay x3; Quest: In vino veritas
  • StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
  • PayoffUsed to create wine from grape paste.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / wine / dolium / vino / veritas / footprint / cost
building - building - Current build
Explosive Pot
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Build progress 150; Needs town: No
  • PayoffExplosive Pot: build cost (free to build), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / explosive / pot / footprint
building - food - Current build
Giant's Farm Land
  • Routefood chain
  • RequirementFree — no materials required.
  • StatFootprint 256 x 256 tiles; Build progress 80; Needs town: No
  • PayoffGiant's Farm Land: build cost (free to build), 256x256 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / giant / farm / land / footprint
building - food - Current build
Farm Land
  • Routefood chain
  • RequirementFree — no materials required.
  • StatFootprint 2 x 2 tiles; Build progress 80; Needs town: No
  • PayoffPrepares the ground for planting seeds.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / farm / land / footprint
building - food - Current build
Farmstead
  • Routefood chain
  • RequirementLumber x7 Stone x5; Quest: Honoring the Soil; Worker: Farmer
  • StatFootprint 8 x 10 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a farmer who can farm nearby crops.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / farmstead / honoring / soil / farmer / footprint / cost
building - food - Current build
Farmstead - Level 2
  • Routefood chain
  • RequirementLumber x4 Stone x4 Clay x4; Worker: Farmer Upgrade level 1
  • StatFootprint 8 x 10 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a farmer who can farm nearby crops. Max farmer rank increased to 7.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / farmstead / level / farmer / upgrade / footprint / cost
building - food - Current build
Farmstead - Level 3
  • Routefood chain
  • RequirementLumber x4 Stone x4 Brick x5; Worker: Farmer Upgrade level 2
  • StatFootprint 8 x 10 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a farmer who can farm nearby crops. Max farmer rank increased to 10.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / farmstead / level / farmer / upgrade / footprint / cost
building - resource - Current build
Film Studio
  • Routeresource automation
  • RequirementLumber x8 Stone x8
  • StatFootprint 6 x 6 tiles; Build progress 150; Needs town: No
  • PayoffFilm Studio: build cost (8x Lumber, 8x Stone), 6x6 footprint in Romestead.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / film / studio / footprint / cost
building - decoration - Current build
Flagstone Path
  • Routeroads and layout
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Build progress 80; Needs town: No
  • PayoffA decorative path for your town
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.

building / decoration / roads / layout / flagstone / path / footprint
building - food - Current build
Food Storage
  • Routefood chain
  • RequirementLumber x4
  • StatFootprint 4 x 3 tiles; Build progress 150; Needs town: Yes
  • PayoffCan store food and make it available for citizens in the town to consume.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / storage / footprint / cost
building - defense - Current build
Wood Gate Horizontal
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 3 x 1 tiles; Build progress 30; Needs town: No
  • PayoffWood Gate Horizontal: build cost (1x Lumber), 3x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / wood / gate / horizontal / footprint / cost
building - defense - Current build
Wood Gate Vertical
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 3 tiles; Build progress 30; Needs town: No
  • PayoffWood Gate Vertical: build cost (1x Lumber), 1x3 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / wood / gate / vertical / footprint / cost
building - defense - Current build
Wood Gate
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 3 x 1 tiles; Build progress 30; Needs town: No
  • PayoffWood Gate: build cost (1x Lumber), 3x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / wood / gate / footprint / cost
building - building - Current build
Incendiary Pot
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Build progress 150; Needs town: No
  • PayoffIncendiary Pot: build cost (free to build), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / incendiary / pot / footprint
building - housing - Current build
Insula
  • Routecitizen housing
  • RequirementLumber x2 Stone x3; Worker: Otiosus
  • StatFootprint 7 x 8 tiles; Build progress 90; Needs town: No
  • PayoffA home for your jobless citizens.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / insula / otiosus / footprint / cost
building - housing - Current build
Insula
  • Routecitizen housing
  • RequirementBrick x4; Quest: Virgil's Poem; Worker: Otiosus Upgrade level 1
  • StatFootprint 7 x 8 tiles; Build progress 90; Needs town: No
  • PayoffA home for your jobless citizens. Increased space for each upgrade.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / insula / virgil / poem / otiosus / upgrade / level / footprint / cost
building - housing - Current build
Insula
  • Routecitizen housing
  • RequirementConcrete x4; Worker: Otiosus Upgrade level 2
  • StatFootprint 7 x 8 tiles; Build progress 90; Needs town: No
  • PayoffA home for your jobless citizens. Increased space for each upgrade.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / insula / otiosus / upgrade / level / footprint / cost
building - defense - Current build
Invisible Dummy
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffAn invisible dummy for specific uses.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / invisible / dummy / footprint / cost
building - housing - Current build
Leather Bedroll
  • Routecitizen housing
  • RequirementFree — no materials required.
  • StatFootprint 2 x 3 tiles; Needs town: No
  • PayoffLeather Bedroll: build cost (free to build), 2x3 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / leather / bedroll / footprint
building - crafting - Current build
Leatherworker
  • Routestation unlock
  • RequirementLumber x5 Stone x5; Worker: Leatherworker
  • StatFootprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a leatherworker who can craft gear from leather and hides.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / leatherworker / footprint / cost
building - crafting - Current build
Leatherworker - Level 2
  • Routestation unlock
  • RequirementLumber x3 Stone x4 Clay x2 Brick x5; Quest: Hunting Armaments; Worker: Leatherworker Upgrade level 1
  • StatFootprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a leatherworker who can craft gear from leather and hides. Max leatherworker rank increased to 7.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / leatherworker / level / hunting / armaments / upgrade / footprint / cost
building - crafting - Current build
Leatherworker - Level 3
  • Routestation unlock
  • RequirementStone x5 Brick x4 Concrete x6; Worker: Leatherworker Upgrade level 2
  • StatFootprint 8 x 8 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a leatherworker who can craft gear from leather and hides. Max leatherworker rank increased to 10.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / leatherworker / level / upgrade / footprint / cost
building - crafting - Current build
Lightbench
  • Routestation unlock
  • RequirementFree — no materials required.
  • StatFootprint 2 x 1 tiles; Needs town: No
  • PayoffLightbench: build cost (free to build), 2x1 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / lightbench / footprint
building - building - Current build
Lightning Pot
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Build progress 150; Needs town: No
  • PayoffLightning Pot: build cost (free to build), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / lightning / pot / footprint
building - resource - Current build
Logistics Tent
  • Routeresource automation
  • RequirementLumber x6 Stone x4; Quest: The Giant Owl
  • StatFootprint 5 x 6 tiles; Build progress 150; Needs town: No
  • PayoffUnlocks logistics for the town. Logistics allow you to create connections between buildings and infrastructure to automatically transfer goods. Also unlocks the ability to have repeatable...
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / logistics / tent / giant / owl / footprint / cost
building - resource - Current build
Lumber Yard
  • Routeresource automation
  • RequirementLumber x6 Stone x3; Worker: Lumberjack
  • StatFootprint 11 x 11 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a lumberjack who automatically acquires lumber. Speed is increased by the amount of trees nearby.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / lumber / yard / lumberjack / footprint / cost
building - resource - Current build
Lumber Yard - Level 2
  • Routeresource automation
  • RequirementLumber x6 Stone x5 Clay x2; Worker: Lumberjack Upgrade level 1
  • StatFootprint 11 x 11 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a lumberjack who automatically acquires lumber. Speed is increased by the amount of trees nearby. Max lumberjack rank increased to 6.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / lumber / yard / level / lumberjack / upgrade / footprint / cost
building - resource - Current build
Lumber Yard - Level 3
  • Routeresource automation
  • RequirementLumber x6 Stone x6 Brick x5; Worker: Lumberjack Upgrade level 2
  • StatFootprint 11 x 11 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a lumberjack who automatically acquires lumber. Speed is increased by the amount of trees nearby. Max lumberjack rank increased to 8.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / lumber / yard / level / lumberjack / upgrade / footprint / cost
building - resource - Current build
Lumber Yard - Level 4
  • Routeresource automation
  • RequirementLumber x8 Stone x8 Brick x6 Concrete x6; Worker: Lumberjack Upgrade level 3
  • StatFootprint 11 x 11 tiles; Build progress 150; Needs town: No; Tier 4
  • PayoffHouses a lumberjack who automatically acquires lumber. Speed is increased by the amount of trees nearby. Max lumberjack rank increased to 10.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / lumber / yard / level / lumberjack / upgrade / footprint / cost
building - food - Current build
Manual Mill
  • Routefood chain
  • RequirementStone x4
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: Yes
  • PayoffUsed to create flour from wheat and grind olives and grapes into paste.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / manual / mill / footprint / cost
building - crafting - Current build
Marble Brick Road Upgrade
  • Routestation unlock
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No
  • PayoffIncreases movement speed by 75%
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / marble / brick / road / upgrade / footprint
building - decoration - Current build
Marble Road Upgrade
  • Routeroads and layout
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Build progress 90; Needs town: No
  • PayoffIncreases movement speed by 75%
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.

building / decoration / roads / layout / marble / road / upgrade / footprint
building - resource - Current build
Market
  • Routeresource automation
  • RequirementLumber x8 Stone x6 Clay x2; Quest: Art of Trade; Worker: Merchant
  • StatFootprint 8 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a merchant who sells various items depending on the biome, also buys any unwanted items from adventurers.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / market / art / trade / merchant / footprint / cost
building - resource - Current build
Market - Level 2
  • Routeresource automation
  • RequirementLumber x8 Stone x6 Brick x6; Worker: Merchant Upgrade level 1
  • StatFootprint 8 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a merchant who sells various items depending on the biome, also buys any unwanted items from adventurers. Max merchant rank increased to 7.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / market / level / merchant / upgrade / footprint / cost
building - resource - Current build
Market - Level 3
  • Routeresource automation
  • RequirementStone x6 Brick x6 Concrete x6; Worker: Merchant Upgrade level 2
  • StatFootprint 8 x 6 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a merchant who sells various items depending on the biome, also buys any unwanted items from adventurers. Max merchant rank increased to 10.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / market / level / merchant / upgrade / footprint / cost
building - building - Current build
Massive Pot
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 2 x 2 tiles; Build progress 150; Needs town: No
  • PayoffMassive Pot: build cost (free to build), 2x2 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / massive / pot / footprint
building - storage - Current build
Material Storage
  • Routestorage and hauling
  • RequirementLumber x8 Clay x1; Quest: The Giant Owl
  • StatFootprint 9 x 6 tiles; Build progress 200; Needs town: No; Tier 1
  • PayoffCan hold resources and items.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / material / giant / owl / footprint / cost
building - storage - Current build
Material Storage - Level 2
  • Routestorage and hauling
  • RequirementStone x6 Clay x1; Quest: The Giant Owl
  • StatFootprint 9 x 6 tiles; Build progress 250; Needs town: No; Tier 2
  • PayoffCan hold more resources and items.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / material / level / giant / owl / footprint / cost
building - storage - Current build
Material Storage - Level 3
  • Routestorage and hauling
  • RequirementBrick x10; Research: 30 x Research Paper
  • StatFootprint 9 x 6 tiles; Build progress 350; Needs town: No; Tier 3
  • PayoffCan hold even more resources and items.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / material / level / research / paper / footprint / cost
building - storage - Current build
Material Storage - Level 4
  • Routestorage and hauling
  • RequirementMarble x10 Concrete x2; Research: 30 x Research Paper
  • StatFootprint 9 x 6 tiles; Build progress 200; Needs town: No; Tier 4
  • PayoffCan hold very many resources and items.
  • ProtectFirst-copy rare goods and current build materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it near the production core and split food, build goods, rare goods, and trade surplus.

building / storage / hauling / material / level / research / paper / footprint / cost
building - building - Current build
Chest
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 2 x 1 tiles; Needs town: No
  • PayoffChest: build cost (free to build), 2x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / chest / footprint
building - building - Current build
Drum
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Needs town: No
  • PayoffDrum: build cost (free to build), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / drum / footprint
building - building - Current build
Lyre
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Needs town: No
  • PayoffLyre: build cost (free to build), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / lyre / footprint
building - housing - Current build
Empty House
  • Routecitizen housing
  • RequirementLumber x2 Stone x2
  • StatFootprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 1
  • PayoffYour own home to furnish and decorate.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / empty / house / footprint / cost
building - housing - Current build
Empty House - Level 2
  • Routecitizen housing
  • RequirementLumber x4 Stone x2 Clay x2; Quest: The Giant Owl
  • StatFootprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 2
  • PayoffYour own home to furnish and decorate.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / empty / house / level / giant / owl / footprint / cost
building - housing - Current build
Empty House - Level 3
  • Routecitizen housing
  • RequirementLumber x4 Stone x2 Concrete x6 Brick x8; Research: 20 x Research Paper
  • StatFootprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 3
  • PayoffYour own home to furnish and decorate.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / empty / house / level / research / paper / footprint / cost
building - housing - Current build
Empty House - Level 4
  • Routecitizen housing
  • RequirementLumber x4 Stone x2 Marble x6; Research: 30 x Research Paper
  • StatFootprint 6 x 6 tiles; Build progress 90; Needs town: No; Tier 4
  • PayoffYour own home to furnish and decorate.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / empty / house / level / research / paper / footprint / cost
building - housing - Current build
Camping Tent
  • Routecitizen housing
  • RequirementFree — no materials required.
  • StatFootprint 2 x 3 tiles; Needs town: No
  • PayoffCamping Tent: build cost (free to build), 2x3 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build housing before recruiting more citizens, then check food storage and jobs before expanding again.

building / housing / citizen / camping / tent / footprint
building - building - Current build
Poison Pot
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Build progress 150; Needs town: No
  • PayoffPoison Pot: build cost (free to build), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / poison / pot / footprint
building - crafting - Current build
Pottery
  • Routestation unlock
  • RequirementLumber x3 Stone x3 Clay x4; Quest: Declaration of War; Worker: Potter
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a potter who can produce various goods with clay.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / pottery / declaration / war / potter / footprint / cost
building - crafting - Current build
Pottery - Level 2
  • Routestation unlock
  • RequirementStone x4 Brick x3; Worker: Potter Upgrade level 1
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a potter who can produce various goods with clay. Max potter rank increased to 10.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / pottery / level / potter / upgrade / footprint / cost
building - resource - Current build
Quarry
  • Routeresource automation
  • RequirementLumber x8 Stone x6 Clay x3; Quest: The Copper Consistency; Worker: Miner
  • StatFootprint 13 x 12 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffHouses a miner who can automatically mine various minerals depending on the biome.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / quarry / copper / consistency / miner / footprint / cost
building - resource - Current build
Quarry - Level 2
  • Routeresource automation
  • RequirementLumber x2 Stone x8 Brick x6; Worker: Miner Upgrade level 1
  • StatFootprint 13 x 12 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffHouses a miner who can automatically mine various minerals depending on the biome. Max miner rank increased to 6.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / quarry / level / miner / upgrade / footprint / cost
building - resource - Current build
Quarry - Level 3
  • Routeresource automation
  • RequirementLumber x2 Stone x3 Brick x4 Concrete x6; Worker: Miner Upgrade level 2
  • StatFootprint 13 x 12 tiles; Build progress 150; Needs town: No; Tier 3
  • PayoffHouses a miner who can automatically mine various minerals depending on the biome. Max miner rank increased to 8.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / quarry / level / miner / upgrade / footprint / cost
building - resource - Current build
Quarry - Level 4
  • Routeresource automation
  • RequirementStone x2 Brick x2 Concrete x5 Marble x8; Worker: Miner Upgrade level 3
  • StatFootprint 13 x 12 tiles; Build progress 150; Needs town: No; Tier 4
  • PayoffHouses a miner who can automatically mine various minerals depending on the biome. Max miner rank increased to 10.
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / quarry / level / miner / upgrade / footprint / cost
building - building - Current build
Sculptor
  • Routesettlement route
  • RequirementLumber x8 Stone x6; Research: 30 x Research Paper; Worker: Sculptor
  • StatFootprint 8 x 7 tiles; Build progress 200; Needs town: No
  • PayoffA workshop where a Sculptor can create various artistic goods from stone and marble.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / sculptor / research / paper / footprint / cost
building - decoration - Current build
Demolish Construction
  • Routelate layout
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Needs town: No
  • PayoffDestroys a building or decoration and leaves some materials behind.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / decoration / late / layout / demolish / construction / footprint
building - defense - Current build
Remove walls
  • Routenight defense
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Needs town: No
  • PayoffSelect a wall tile to be removed
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / remove / walls / footprint
building - building - Current build
Remove Site
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Needs town: No
  • PayoffRemove a construction site
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / remove / site / footprint
building - building - Current build
Remove Crop
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Needs town: No
  • PayoffRemoves a planted crop or seed. WARNING: this will destroy the crop, not harvest it.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / remove / crop / footprint
building - decoration - Current build
Remove roads
  • Routeroads and layout
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Needs town: No
  • PayoffSelect a road tile to be removed
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.

building / decoration / roads / layout / remove / footprint
building - decoration - Current build
Remove Tree Stub
  • Routelate layout
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Needs town: No
  • PayoffRemove a tree stub
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / decoration / late / layout / remove / tree / stub / footprint
building - building - Current build
Small Pot
  • Routesettlement route
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
  • PayoffSmall Pot: build cost (free to build), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / small / pot / footprint
building - building - Current build
Spike Trap
  • Routesettlement route
  • RequirementStone x2
  • StatFootprint 2 x 2 tiles; Build progress 50; Needs town: No
  • PayoffA sharp surprise.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / spike / trap / footprint / cost
building - decoration - Current build
Stone Road Upgrade
  • Routeroads and layout
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Build progress 80; Needs town: No
  • PayoffIncreases movement speed by 30%
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.

building / decoration / roads / layout / stone / road / upgrade / footprint
building - defense - Current build
Target Dummy
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffA target dummy to test attacks against.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / target / dummy / footprint / cost
building - food - Current build
Tavern
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 12 x 6 tiles; Build progress 150; Needs town: No
  • PayoffTavern
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / tavern / footprint / cost
building - crafting - Current build
Temple
  • Routestation unlock
  • RequirementStone x8 Concrete x10 Brick x8; Quest: Profane Artifice; Worker: Priest
  • StatFootprint 11 x 14 tiles; Build progress 360; Needs town: No
  • PayoffTemple: build cost (8x Stone, 10x Concrete, 8x Brick), 11x14 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / temple / profane / artifice / priest / footprint / cost
building - decoration - Current build
Test Decoration
  • Routelate layout
  • RequirementStone x1
  • StatFootprint 2 x 2 tiles; Needs town: No
  • PayoffTest Decoration: build cost (1x Stone), 2x2 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / decoration / late / layout / test / footprint / cost
building - decoration - Current build
Test Decoration
  • Routelate layout
  • RequirementStone x1
  • StatFootprint 2 x 2 tiles; Needs town: No
  • PayoffTest Decoration: build cost (1x Stone), 2x2 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / decoration / late / layout / test / footprint / cost
building - building - Current build
Placeable Dirt
  • Routesettlement route
  • RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Current Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free
  • StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
  • PayoffChanges the grounds appearance
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / placeable / dirt / footprint
building - building - Current build
Placeable Grass - Dry Plains
  • Routesettlement route
  • RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Current Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free
  • StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
  • PayoffChanges the grounds appearance
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / placeable / grass / dry / plains / footprint
building - building - Current build
Placeable Grass - Plains
  • Routesettlement route
  • RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Current Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free
  • StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
  • PayoffChanges the grounds appearance
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / placeable / grass / plains / footprint
building - building - Current build
Placeable Sand - Desert
  • Routesettlement route
  • RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Current Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Free
  • StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
  • PayoffChanges the grounds appearance
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / placeable / sand / desert / footprint
building - building - Current build
Placeable Tall Grass - Dry Plains
  • Routesettlement route
  • RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Current Free Placeable Tall Grass - Plains Free
  • StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
  • PayoffChanges the grounds appearance
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / placeable / tall / grass / dry / plains / footprint
building - building - Current build
Placeable Tall Grass - Plains
  • Routesettlement route
  • RequirementFree — no materials required. Variants Other versions of this building you can place instead. Placeable Dirt Free Placeable Grass - Dry Plains Free Placeable Grass - Plains Free Placeable Sand - Desert Free Placeable Tall Grass - Dry Plains Free Placeable Tall Grass - Plains Current Free
  • StatFootprint 1 x 1 tiles; Build progress 20; Needs town: No
  • PayoffChanges the grounds appearance
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / placeable / tall / grass / plains / footprint
building - building - Current build
Town Core
  • Routesettlement route
  • RequirementStone x1 Lumber x1
  • StatFootprint 2 x 2 tiles; Build progress 60; Needs town: No
  • PayoffThe starting point for any new settlement.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / town / core / footprint / cost
building - decoration - Current build
Town Stone Road Upgrade
  • Routeroads and layout
  • RequirementFree — no materials required.
  • StatFootprint 1 x 1 tiles; Build progress 80; Needs town: No
  • PayoffIncreases movement speed by 30%
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Use it to keep carts, citizens, and players moving cleanly between storage, farms, and stations.

building / decoration / roads / layout / town / stone / road / upgrade / footprint
building - resource - Current build
Trading Post
  • Routeresource automation
  • RequirementLumber x8 Stone x6; Research: 10 x Research Paper; Worker: Carrier
  • StatFootprint 10 x 11 tiles; Build progress 150; Needs town: No
  • PayoffHouses a Carrier who can move goods from this town to other towns. The other towns must also have a Trading Post in order to set...
  • ProtectTool time, hauling route, storage slots, and first stacks of new materials.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Check tool access, hauling distance, and storage before scaling the resource route.

building / resource / automation / trading / post / research / paper / carrier / footprint / cost
building - crafting - Current build
University
  • Routestation unlock
  • RequirementLumber x4 Stone x6 Brick x8; Quest: Significant Pursuit; Worker: Philosopher
  • StatFootprint 9 x 12 tiles; Build progress 150; Needs town: No
  • PayoffHouses a philosopher who can perform research and create scrolls.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / university / significant / pursuit / philosopher / footprint / cost
building - crafting - Current build
University
  • Routestation unlock
  • RequirementLumber x8 Stone x6; Worker: Philosopher Upgrade level 1
  • StatFootprint 9 x 12 tiles; Build progress 150; Needs town: No
  • PayoffHouses a philosopher who can perform research and create scrolls. Max philosopher rank increased to 10.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / university / philosopher / upgrade / level / footprint / cost
building - defense - Current build
Concrete Wall Corner
  • Routenight defense
  • RequirementConcrete x1
  • StatFootprint 1 x 1 tiles; Build progress 40; Needs town: No
  • PayoffConcrete Wall Corner: build cost (1x Concrete), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / concrete / wall / corner / footprint / cost
building - defense - Current build
Concrete Wall Horizontal
  • Routenight defense
  • RequirementConcrete x1
  • StatFootprint 3 x 1 tiles; Build progress 40; Needs town: No
  • PayoffConcrete Wall Horizontal: build cost (1x Concrete), 3x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / concrete / wall / horizontal / footprint / cost
building - defense - Current build
Concrete Wall Vertical
  • Routenight defense
  • RequirementConcrete x1
  • StatFootprint 1 x 3 tiles; Build progress 40; Needs town: No
  • PayoffConcrete Wall Vertical: build cost (1x Concrete), 1x3 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / concrete / wall / vertical / footprint / cost
building - defense - Current build
Concrete Wall
  • Routenight defense
  • RequirementConcrete x1
  • StatFootprint 3 x 1 tiles; Build progress 40; Needs town: No
  • PayoffConcrete Wall: build cost (1x Concrete), 3x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / concrete / wall / footprint / cost
building - defense - Current build
Marble Wall Corner
  • Routenight defense
  • RequirementMarble x1
  • StatFootprint 1 x 1 tiles; Build progress 50; Needs town: No
  • PayoffMarble Wall Corner: build cost (1x Marble), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / marble / wall / corner / footprint / cost
building - defense - Current build
Marble Wall Horizontal
  • Routenight defense
  • RequirementMarble x1
  • StatFootprint 3 x 1 tiles; Build progress 50; Needs town: No
  • PayoffMarble Wall Horizontal: build cost (1x Marble), 3x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / marble / wall / horizontal / footprint / cost
building - defense - Current build
Marble Wall Vertical
  • Routenight defense
  • RequirementMarble x1
  • StatFootprint 1 x 3 tiles; Build progress 50; Needs town: No
  • PayoffMarble Wall Vertical: build cost (1x Marble), 1x3 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / marble / wall / vertical / footprint / cost
building - defense - Current build
Marble Wall
  • Routenight defense
  • RequirementMarble x1
  • StatFootprint 3 x 1 tiles; Build progress 50; Needs town: No
  • PayoffMarble Wall: build cost (1x Marble), 3x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / marble / wall / footprint / cost
building - defense - Current build
Stone Wall Corner
  • Routenight defense
  • RequirementStone x1
  • StatFootprint 1 x 1 tiles; Build progress 30; Needs town: No
  • PayoffStone Wall Corner: build cost (1x Stone), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / stone / wall / corner / footprint / cost
building - defense - Current build
Stone Wall Horizontal
  • Routenight defense
  • RequirementStone x1
  • StatFootprint 3 x 1 tiles; Build progress 30; Needs town: No
  • PayoffStone Wall Horizontal: build cost (1x Stone), 3x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / stone / wall / horizontal / footprint / cost
building - defense - Current build
Stone Wall Vertical
  • Routenight defense
  • RequirementStone x1
  • StatFootprint 1 x 3 tiles; Build progress 30; Needs town: No
  • PayoffStone Wall Vertical: build cost (1x Stone), 1x3 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / stone / wall / vertical / footprint / cost
building - defense - Current build
Stone Wall
  • Routenight defense
  • RequirementStone x1 Worship upgrades Higher tiers of Stone Wall are unlocked by spending worship points in a god's tree, not built directly. Stone Wall Vulcan · 1 p
  • StatFootprint 3 x 1 tiles; Build progress 30; Needs town: No
  • PayoffStone Wall: build cost (1x Stone), 3x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / stone / wall / footprint / cost
building - defense - Current build
Wood Wall Corner
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 1 tiles; Build progress 24; Needs town: No
  • PayoffWood Wall Corner: build cost (1x Lumber), 1x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / wood / wall / corner / footprint / cost
building - defense - Current build
Wood Wall Horizontal
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 3 x 1 tiles; Build progress 24; Needs town: No
  • PayoffWood Wall Horizontal: build cost (1x Lumber), 3x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / wood / wall / horizontal / footprint / cost
building - defense - Current build
Wood Wall Vertical
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 1 x 3 tiles; Build progress 24; Needs town: No
  • PayoffWood Wall Vertical: build cost (1x Lumber), 1x3 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / wood / wall / vertical / footprint / cost
building - defense - Current build
Wood Wall
  • Routenight defense
  • RequirementLumber x1
  • StatFootprint 3 x 1 tiles; Build progress 24; Needs town: No
  • PayoffWood Wall: build cost (1x Lumber), 3x1 footprint in Romestead.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it where night pressure reaches storage, farms, or work lanes, then test the defense before expanding the town.

building / defense / night / wood / wall / footprint / cost
building - food - Current build
Watermill (East)
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / east / footprint / cost
building - food - Current build
Watermill (North)
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / north / footprint / cost
building - food - Current build
Watermill (South)
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / south / footprint / cost
building - food - Current build
Watermill (West)
  • Routefood chain
  • RequirementLumber x8 Stone x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / west / footprint / cost
building - food - Current build
Watermill
  • Routefood chain
  • RequirementLumber x8 Stone x6; Quest: Honoring the Craft
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 1
  • PayoffNeeds to be placed next to water. Works as an automatic mill.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / honoring / craft / footprint / cost
building - food - Current build
Watermill - Level 2 (East)
  • Routefood chain
  • RequirementLumber x4 Stone x6 Brick x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffWatermill - Level 2 (East): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / level / east / footprint / cost
building - food - Current build
Watermill - Level 2 (North)
  • Routefood chain
  • RequirementLumber x4 Stone x6 Brick x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffWatermill - Level 2 (North): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / level / north / footprint / cost
building - food - Current build
Watermill - Level 2 (South)
  • Routefood chain
  • RequirementLumber x4 Stone x6 Brick x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffWatermill - Level 2 (South): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / level / south / footprint / cost
building - food - Current build
Watermill - Level 2 (West)
  • Routefood chain
  • RequirementLumber x4 Stone x6 Brick x6
  • StatFootprint 7 x 6 tiles; Build progress 150; Needs town: No; Tier 2
  • PayoffWatermill - Level 2 (West): build cost (4x Lumber, 6x Stone, 6x Brick), 7x6 footprint in Romestead.
  • ProtectFood floor, pots, crop inputs, fish, and finished meals.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build only when crop, pot, fish, or storage pressure is ready to support the food chain.

building / food / chain / watermill / level / west / footprint / cost
building - building - Current build
Well
  • Routesettlement route
  • RequirementStone x4; Quest: The Moonstring
  • StatFootprint 3 x 3 tiles; Build progress 50; Needs town: Yes
  • PayoffA reusable water source, conveniently located wherever you want.
  • ProtectStorage core, food chain, defense lane, and current construction stock.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Place it only when it fixes the active blocker instead of adding another thing to defend.

building / settlement / route / well / moonstring / footprint / cost
building - crafting - Current build
Workbench
  • Routestation unlock
  • RequirementFree — no materials required.
  • StatFootprint 2 x 1 tiles; Needs town: No
  • PayoffWorkbench: build cost (free to build), 2x1 footprint in Romestead.
  • ProtectLast copies of bars, cloth, leather, Clay, Concrete, and rare station inputs.
  • CheckConfirm exact cost, placement, worker access, and upgrade behavior in your current save before moving stored goods.

Build or upgrade the station only when the next recipe, gear piece, or material route needs it now.

building / crafting / station / unlock / workbench / footprint
creature - creature - Current build
Ashen Jumping Skull
  • Routevolcanic combat
  • RequirementWeak to: Bludgeoning & Water
  • Stat70 HP; 6 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / ashen / jumping / skull / bludgeoning / water
creature - creature - Current build
Ashen Skeleton Archer
  • Routevolcanic combat
  • RequirementWeak to: Bludgeoning & Water
  • Stat100 HP; 12 armor
  • PayoffDrop leads: Iron Arrow x 10–20 Bone 40 % x 1 Coal 50 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / ashen / skeleton / archer / bludgeoning / water / iron / arrow / bone / coal
creature - creature - Current build
Ashen Skeleton Warrior
  • Routevolcanic combat
  • RequirementWeak to: Bludgeoning & Water
  • Stat100 HP; 12 armor
  • PayoffDrop leads: Bone 40 % x 1 Coal 50 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / ashen / skeleton / warrior / bludgeoning / water / bone / coal
creature - creature - Current build
Ashman
  • Routevolcanic combat
  • RequirementWeak to: Slashing & Piercing & Bludgeoning & Water
  • Stat10 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / ashman / slashing / piercing / bludgeoning / water
creature - creature - Current build
Bear Cub
  • Routevolcanic combat
  • RequirementWeak to: Fire & Nature
  • Stat25 HP; 0 armor
  • PayoffDrop leads: Wood Stick 1 % x 1 Leather x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / bear / cub / fire / nature / wood / stick / leather
creature - creature - Current build
Bear
  • Routevolcanic combat
  • RequirementWeak to: Fire & Nature
  • Stat50 HP; 3 armor
  • PayoffDrop leads: Wood Stick 1 % x 1 Cured Hide x 2 Leather 66 % x 1–2 Leather 33 % x 1–2 Raw Meat Haunch 40 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / bear / fire / nature / wood / stick / cured / hide / leather / raw
creature - creature - Current build
Big Scorpion
  • Routedesert combat
  • RequirementWeak to: —
  • Stat45 HP; 6 armor
  • PayoffDrop leads: Poison Gland 50 % x 1 Chitin x 1–2 Raw Scorpion Meat 70 % x 1 Raw Scorpion Meat 10 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / big / scorpion / poison / gland / chitin / raw / meat
creature - creature - Current build
Bilian
  • Routecombat drop route
  • RequirementWeak to: Bludgeoning & Water
  • Stat50 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / bilian / bludgeoning / water
creature - creature - Current build
Bird
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat2 HP; 0 armor
  • PayoffDrop leads: Egg 40 % x 1 Raw Small Game Meat x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / bird / check / weapon / match / egg / raw / small / game / meat
creature - creature - Current build
Boar
  • Routeforest food and hide route
  • RequirementWeak to: Check weapon match
  • Stat20 HP; 0 armor
  • PayoffDrop leads: Leather x 1–2 Leather 20 % x 1 Raw Meat Cut x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / boar / check / weapon / match / leather / raw / meat / cut
creature - creature - Current build
Bone Crab
  • Routeswamp or water-edge combat
  • RequirementWeak to: Piercing & Water
  • Stat70 HP; 12 armor
  • PayoffDrop leads: Bone x 2–3 Fossilised Skull 1 % x 1 Strange crab Meat x 1–3
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / bone / crab / piercing / water / fossilised / skull / strange / meat
creature - creature - Current build
Burning Bloat
  • Routevolcanic combat
  • RequirementWeak to: Water & Cosmo
  • Stat70 HP; 12 armor
  • PayoffDrop leads: Bone 33 % x 1 Coal 50 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / burning / bloat / water / cosmo / bone / coal
creature - creature - Current build
Burning Centurion
  • Routevolcanic combat
  • RequirementWeak to: Water & Cosmo
  • Stat80 HP; 12 armor
  • PayoffDrop leads: Bone 33 % x 1 Coal 50 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / burning / centurion / water / cosmo / bone / coal
creature - creature - Current build
Burning Crawler
  • Routevolcanic combat
  • RequirementWeak to: Water & Cosmo
  • Stat60 HP; 6 armor
  • PayoffDrop leads: Bone 33 % x 1 Coal 50 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / burning / crawler / water / cosmo / bone / coal
creature - creature - Current build
Burning Walker
  • Routevolcanic combat
  • RequirementWeak to: Water & Cosmo
  • Stat60 HP; 6 armor
  • PayoffDrop leads: Bone 33 % x 1 Coal 50 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / burning / walker / water / cosmo / bone / coal
creature - creature - Current build
Bush Crab
  • Routevolcanic combat
  • RequirementWeak to: Slashing & Fire & Necro
  • Stat15 HP; 0 armor
  • PayoffDrop leads: Strange crab Meat x 1–2 Strange crab Meat 30 % x 1 Oak Gall 1 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / bush / crab / slashing / fire / necro / strange / meat / oak / gall
creature - creature - Current build
Deer Female
  • Routeforest food and hide route
  • RequirementWeak to: Check weapon match
  • Stat20 HP; 0 armor
  • PayoffDrop leads: Leather 50 % x 1 Cured Hide x 1 Cured Hide 66 % x 1 Raw Meat Haunch x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / deer / female / check / weapon / match / leather / cured / hide / raw
creature - creature - Current build
Deer Male
  • Routeforest food and hide route
  • RequirementWeak to: Check weapon match
  • Stat20 HP; 0 armor
  • PayoffDrop leads: Leather 50 % x 1 Cured Hide x 1 Cured Hide 66 % x 1 Raw Meat Haunch x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / deer / male / check / weapon / match / leather / cured / hide / raw
creature - creature - Current build
Engineer
  • Routecombat drop route
  • RequirementWeak to: Nature
  • Stat45 HP; 6 armor
  • PayoffDrop leads: Quadrans 40 % x 10–30 Iron Bar 3 % x 1 Salamander Jerky 10 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / engineer / nature / quadrans / iron / bar / salamander / jerky
creature - creature - Current build
Explosive Jumping Skull
  • Routevolcanic combat
  • RequirementWeak to: Bludgeoning & Fire & Cosmo
  • Stat10 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / explosive / jumping / skull / bludgeoning / fire / cosmo
creature - creature - Current build
Explosive Turtle
  • Routecombat drop route
  • RequirementWeak to: —
  • Stat50 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / explosive / turtle
creature - creature - Current build
Fallen Bloat
  • Routevolcanic combat
  • RequirementWeak to: Fire & Nature & Cosmo
  • Stat20 HP; 0 armor
  • PayoffDrop leads: Bone 33 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / fallen / bloat / fire / nature / cosmo / bone
creature - creature - Current build
Fallen Centurion
  • Routebone and coal route
  • RequirementWeak to: Check weapon match
  • Stat20 HP; 2 armor
  • PayoffDrop leads: Bone 33 % x 1 Coal 50 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / fallen / centurion / check / weapon / match / bone / coal
creature - creature - Current build
Fallen Crawler
  • Routevolcanic combat
  • RequirementWeak to: Fire & Nature & Cosmo
  • Stat10 HP; 0 armor
  • PayoffDrop leads: Bone 50 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / fallen / crawler / fire / nature / cosmo / bone
creature - creature - Current build
Fallen Spear
  • Routevolcanic combat
  • RequirementWeak to: Fire & Nature & Cosmo
  • Stat10 HP; 0 armor
  • PayoffDrop leads: Bone 33 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / fallen / spear / fire / nature / cosmo / bone
creature - creature - Current build
Fallen Sword
  • Routevolcanic combat
  • RequirementWeak to: Fire & Nature & Cosmo
  • Stat10 HP; 0 armor
  • PayoffDrop leads: Bone 33 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / fallen / sword / fire / nature / cosmo / bone
creature - creature - Current build
Fallen
  • Routevolcanic combat
  • RequirementWeak to: Fire & Nature & Cosmo
  • Stat10 HP; 0 armor
  • PayoffDrop leads: Bone 33 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / fallen / fire / nature / cosmo / bone
creature - creature - Current build
Fire Elemental
  • Routevolcanic combat
  • RequirementWeak to: Water & Cosmo
  • Stat100 HP; 10 armor
  • PayoffDrop leads: Radiant Pilum Tip 1 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / fire / elemental / water / cosmo / radiant / pilum / tip
creature - creature - Current build
Fire Statue
  • Routevolcanic combat
  • RequirementWeak to: —
  • Stat50 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / fire / statue
creature - creature - Current build
Frog
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat2 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / frog / check / weapon / match
creature - creature - Current build
Goat Female
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat10 HP; 0 armor
  • PayoffDrop leads: Wool x 1 Cheese 20 % x 1 Leather 40 % x 1 Raw Meat Cut 40 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / goat / female / check / weapon / match / wool / cheese / leather / raw
creature - creature - Current build
Goat Male
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat10 HP; 0 armor
  • PayoffDrop leads: Wool x 1 Cheese 20 % x 1 Leather 40 % x 1 Raw Meat Cut 40 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / goat / male / check / weapon / match / wool / cheese / leather / raw
creature - creature - Current build
Gorgon
  • Routecombat drop route
  • RequirementWeak to: Nature & Necro
  • Stat110 HP; 6 armor
  • PayoffDrop leads: Mirror 4 % x 1 Medusa's Head 33 % x 1 Stone Heart 10 % x 1 Quadrans x 8–16
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / gorgon / nature / necro / mirror / medusa / head / stone / heart / quadrans
creature - creature - Current build
Grey Satyr Barbarian
  • Routedesert combat
  • RequirementWeak to: —
  • Stat25 HP; 3 armor
  • PayoffDrop leads: Quadrans x 2–5 Brittonic Ring 0.5 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / grey / satyr / barbarian / quadrans / brittonic / ring
creature - creature - Current build
Grey Satyr Brute
  • Routedesert combat
  • RequirementWeak to: —
  • Stat30 HP; 3 armor
  • PayoffDrop leads: Quadrans x 3–5 Copper Bar 25 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / grey / satyr / brute / quadrans / copper / bar
creature - creature - Current build
Grey Satyr Ranger
  • Routedesert combat
  • RequirementWeak to: —
  • Stat30 HP; 3 armor
  • PayoffDrop leads: Quadrans x 1–5 White Currant 5 % x 1–3
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / grey / satyr / ranger / quadrans / white / currant
creature - creature - Current build
Grey Satyr Tiny
  • Routedesert combat
  • RequirementWeak to: —
  • Stat35 HP; 3 armor
  • PayoffDrop leads: Quadrans x 1–2 Flint Arrow 10 % x 1–10 Food Nuts 10 % x 2–3
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / grey / satyr / tiny / quadrans / flint / arrow / food / nuts
creature - creature - Current build
Jumping Skull
  • Routecombat drop route
  • RequirementWeak to: Bludgeoning & Cosmo
  • Stat10 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / jumping / skull / bludgeoning / cosmo
creature - creature - Current build
Lava Construct
  • Routecombat drop route
  • RequirementWeak to: Water & Cosmo
  • Stat200 HP; 18 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / lava / construct / water / cosmo
creature - creature - Current build
Lava Lizard
  • Routecombat drop route
  • RequirementWeak to: —
  • Stat5 HP; 0 armor
  • PayoffDrop leads: Raw Salamander Meat x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / lava / lizard / raw / salamander / meat
creature - creature - Current build
Lava Snake
  • Routevolcanic combat
  • RequirementWeak to: Water
  • Stat60 HP; 6 armor
  • PayoffDrop leads: Firescale x 1–3
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / lava / snake / water / firescale
creature - creature - Current build
Lava Spitter
  • Routecombat drop route
  • RequirementWeak to: Water
  • Stat65 HP; 6 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / lava / spitter / water
creature - creature - Current build
Lizard
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat5 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / lizard / check / weapon / match
creature - creature - Current build
Magus Ceres
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat80 HP; 10 armor
  • PayoffDrop leads: Mystic Potion 5 % x 1 Denarius 60 % x 1 Ember Cloth x 1–2
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / magus / ceres / check / weapon / match / mystic / potion / denarius / ember
creature - creature - Current build
Magus Diana
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat30 HP; 3 armor
  • PayoffDrop leads: Mystic Potion 1 % x 1 Wool x 1–3
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / magus / diana / check / weapon / match / mystic / potion / wool
creature - creature - Current build
Magus Mars
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat55 HP; 3 armor
  • PayoffDrop leads: Mystic Potion 4 % x 1 Linen x 1–2
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / magus / mars / check / weapon / match / mystic / potion / linen
creature - creature - Current build
Magus Mercury
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat55 HP; 3 armor
  • PayoffDrop leads: Mystic Potion 4 % x 1 Linen x 1–2
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / magus / mercury / check / weapon / match / mystic / potion / linen
creature - creature - Current build
Magus Minerva
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat30 HP; 3 armor
  • PayoffDrop leads: Mystic Potion 1 % x 1 Wool x 1–3
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / magus / minerva / check / weapon / match / mystic / potion / wool
creature - creature - Current build
Magus Orcus
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat100 HP; 13 armor
  • PayoffDrop leads: Mystic Potion 5 % x 1 Denarius 60 % x 2–4 Ethereal Fabric 0 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / magus / orcus / check / weapon / match / mystic / potion / denarius / ethereal
creature - creature - Current build
Magus Venus
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat100 HP; 13 armor
  • PayoffDrop leads: Mystic Potion 6 % x 1 Denarius 60 % x 2–4 Ethereal Fabric 0 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / magus / venus / check / weapon / match / mystic / potion / denarius / ethereal
creature - creature - Current build
Magus Vulcan
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat80 HP; 10 armor
  • PayoffDrop leads: Mystic Potion 5 % x 1 Denarius 60 % x 1 Ember Cloth x 1–2
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / magus / vulcan / check / weapon / match / mystic / potion / denarius / ember
creature - creature - Current build
Master Engineer
  • Routecombat drop route
  • RequirementWeak to: Nature
  • Stat45 HP; 6 armor
  • PayoffDrop leads: Quadrans 40 % x 10–30 Iron Bar 10 % x 1 Salamander Jerky 33 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / master / engineer / nature / quadrans / iron / bar / salamander / jerky
creature - creature - Current build
Maximus Memeus
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat999 HP; 10 armor
  • PayoffDrop leads: Schematic: Logistics Tent x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / maximus / memeus / check / weapon / match / schematic / logistics / tent
creature - creature - Current build
Mouse
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat2 HP; 0 armor
  • PayoffDrop leads: Raw Small Game Meat x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / mouse / check / weapon / match / raw / small / game / meat
creature - creature - Current build
Phoenix Egg
  • Routevolcanic combat
  • RequirementWeak to: Check weapon match
  • Stat40 HP; 0 armor
  • PayoffDrop leads: Raw Phoenix Wing x 1–2 Old Phoenix Feather 10 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / phoenix / egg / check / weapon / match / raw / wing / old / feather
creature - creature - Current build
Potman
  • Routevolcanic combat
  • RequirementWeak to: Slashing & Piercing & Bludgeoning
  • Stat10 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / potman / slashing / piercing / bludgeoning
creature - creature - Current build
Rabbit
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat5 HP; 0 armor
  • PayoffDrop leads: Leather 50 % x 1 Raw Small Game Meat x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / rabbit / check / weapon / match / leather / raw / small / game / meat
creature - creature - Current build
Rat Big
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat20 HP; 0 armor
  • PayoffDrop leads: Raw Meat Cut x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / rat / big / check / weapon / match / raw / meat / cut
creature - creature - Current build
Rat Giant
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat80 HP; 6 armor
  • PayoffDrop leads: Raw Meat Haunch x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / rat / giant / check / weapon / match / raw / meat / haunch
creature - creature - Current build
Rat
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat7 HP; 0 armor
  • PayoffDrop leads: Raw Small Game Meat x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / rat / check / weapon / match / raw / small / game / meat
creature - creature - Current build
Rock Crab
  • Routevolcanic combat
  • RequirementWeak to: Slashing & Fire & Necro
  • Stat20 HP; 10 armor
  • PayoffDrop leads: Strange crab Meat x 1–2 Strange crab Meat 30 % x 1 Petrified Wood 1 % x 1 Stone Heart 1 % x 1 Crab Fossil 1 % x 1 Chitin x 1–2
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / rock / crab / slashing / fire / necro / strange / meat / petrified / wood
creature - creature - Current build
Satyr Barbarian
  • Routedesert combat
  • RequirementWeak to: Nature
  • Stat45 HP; 6 armor
  • PayoffDrop leads: Quadrans 40 % x 1–10 Cooked Meat Cut x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / satyr / barbarian / nature / quadrans / cooked / meat / cut
creature - creature - Current build
Satyr Brute
  • Routedesert combat
  • RequirementWeak to: Nature
  • Stat55 HP; 6 armor
  • PayoffDrop leads: Quadrans 40 % x 5–10 Wine 40 % x 1 Grapes x 1–2 Radiant Pilum Shank 1 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / satyr / brute / nature / quadrans / wine / grapes / radiant / pilum / shank
creature - creature - Current build
Satyr Ranger
  • Routedesert combat
  • RequirementWeak to: Nature
  • Stat70 HP; 6 armor
  • PayoffDrop leads: Quadrans 40 % x 5–10 Flint Arrow 70 % x 20–30
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / satyr / ranger / nature / quadrans / flint / arrow
creature - creature - Current build
Satyr Tiny (Pyzifax Scout)
  • Routedesert combat
  • RequirementWeak to: Nature
  • Stat20 HP; 4 armor
  • PayoffDrop leads: Declaration of War - Pyzifax x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / satyr / tiny / pyzifax / scout / nature / declaration / war
creature - creature - Current build
Satyr Tiny
  • Routedesert combat
  • RequirementWeak to: Nature
  • Stat20 HP; 6 armor
  • PayoffDrop leads: Quadrans 40 % x 4–6 Flint Shard 15 % x 5–10
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / satyr / tiny / nature / quadrans / flint / shard
creature - creature - Current build
Satyr Watchtower
  • Routedesert combat
  • RequirementWeak to: Check weapon match
  • Stat80 HP; 10 armor
  • PayoffDrop leads: Copper Arrow 90 % x 10–20 Wood Plank 50 % x 2–4 Flint Shard 50 % x 2–4
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / satyr / watchtower / check / weapon / match / copper / arrow / wood / plank
creature - creature - Current build
Scarab
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat5 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / scarab / check / weapon / match
creature - creature - Current build
Skeleton Archer
  • Routevolcanic combat
  • RequirementWeak to: Bludgeoning & Fire & Cosmo
  • Stat50 HP; 7 armor
  • PayoffDrop leads: Copper Arrow x 10–20 Quadrans 50 % x 5–15
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / skeleton / archer / bludgeoning / fire / cosmo / copper / arrow / quadrans
creature - creature - Current build
Skeleton Warrior
  • Routevolcanic combat
  • RequirementWeak to: Bludgeoning & Fire & Cosmo
  • Stat50 HP; 7 armor
  • PayoffDrop leads: Bone x 2–5 Quadrans 50 % x 5–15
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / skeleton / warrior / bludgeoning / fire / cosmo / bone / quadrans
creature - creature - Current build
Small Scorpion
  • Routedesert combat
  • RequirementWeak to: —
  • Stat20 HP; 0 armor
  • PayoffDrop leads: Poison Gland 10 % x 1 Chitin 40 % x 1 Raw Scorpion Meat 20 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / small / scorpion / poison / gland / chitin / raw / meat
creature - creature - Current build
Snake Chest Trap
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat50 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / snake / chest / trap / check / weapon / match
creature - creature - Current build
Snake
  • Routeswamp or water-edge combat
  • RequirementWeak to: —
  • Stat20 HP; 0 armor
  • PayoffDrop leads: Poison Gland x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / snake / poison / gland
creature - creature - Current build
Squirrel
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat2 HP; 0 armor
  • PayoffDrop leads: Raw Small Game Meat x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / squirrel / check / weapon / match / raw / small / game / meat
creature - creature - Current build
Swamp Placeholder
  • Routeswamp or water-edge combat
  • RequirementWeak to: Check weapon match
  • Stat50 HP; 0 armor
  • PayoffDrop leads: Mint Seeds x 1 Mint Seeds 10 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / swamp / placeholder / check / weapon / match / mint / seeds
creature - creature - Current build
Trap Onaggroed Snakes Bush
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat50 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / trap / onaggroed / snakes / bush / check / weapon / match
creature - creature - Current build
Trap Oninteract Snakes Chest
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat50 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / trap / oninteract / snakes / chest / check / weapon / match
creature - creature - Current build
Trap Onoutofhealth Snakes Barrel
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat1 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / trap / onoutofhealth / snakes / barrel / check / weapon / match
creature - creature - Current build
Turtle
  • Routecombat drop route
  • RequirementWeak to: Check weapon match
  • Stat50 HP; 0 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / turtle / check / weapon / match
creature - creature - Current build
Vulture
  • Routevolcanic combat
  • RequirementWeak to: Fire
  • Stat80 HP; 0 armor
  • PayoffDrop leads: Egg x 1 Vulture Scent Gland 10 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / vulture / fire / egg / scent / gland
creature - creature - Current build
White Deer Female
  • Routeforest food and hide route
  • RequirementWeak to: Check weapon match
  • Stat20 HP; 0 armor
  • PayoffDrop leads: Leather x 2–5 Cured Hide x 1–2 Raw Meat Haunch x 2 Torn Pelts x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / white / deer / female / check / weapon / match / leather / cured / hide
creature - creature - Current build
White Deer Male
  • Routeforest food and hide route
  • RequirementWeak to: Check weapon match
  • Stat20 HP; 0 armor
  • PayoffDrop leads: Leather x 2–4 Cured Hide x 1–3 Raw Meat Haunch x 2 Torn Pelts x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / white / deer / male / check / weapon / match / leather / cured / hide
creature - creature - Current build
White Deer
  • Routeforest food and hide route
  • RequirementWeak to: Check weapon match
  • Stat20 HP; 0 armor
  • PayoffDrop leads: Cured Hide x 1 Material Venison x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / white / deer / check / weapon / match / cured / hide / material / venison
creature - creature - Current build
Wolf Alpha
  • Routevolcanic combat
  • RequirementWeak to: Fire & Nature
  • Stat35 HP; 1 armor
  • PayoffUse this as a combat-read row before pushing the route.
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / wolf / alpha / fire / nature
creature - creature - Current build
Wolf
  • Routevolcanic combat
  • RequirementWeak to: Fire & Nature
  • Stat25 HP; 0 armor
  • PayoffDrop leads: Leather x 1–2 Leather 30 % x 1 Raw Meat Cut 40 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / wolf / fire / nature / leather / raw / meat / cut
creature - creature - Current build
Wraith
  • Routevolcanic combat
  • RequirementWeak to: Fire & Water & Cosmo
  • Stat120 HP; 20 armor
  • PayoffDrop leads: Trinket Power Ring 1 % x 1
  • ProtectRare drops, first creature materials, and any item that feeds a future recipe or offering.
  • CheckEnemy stats and drop rates can move during Early Access, so confirm a risky farm route in your save before relying on it.

Bring a weapon that matches the weakness when possible, fight one safely, then store the first unusual drop before crafting or offering it.

creature / combat / drops / wraith / fire / water / cosmo / trinket / power / ring
boss - boss - Current build
Cyclops
  • Routedesert boss prep
  • RequirementScout Temple of the Eye with food, return timing, and repaired gear.
  • Stat500 HP; +33 per extra player; Temple of the Eye
  • PayoffReward leads: Granite Tooth x 1 Cyclops Shard x 2–3 Nail of the Cyclops x 1–2 Quadrans x 25–30 Denarius x 6–9 Traveler's Coin x 3–4
  • ProtectFirst-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules.
  • CheckConfirm the trigger and repeat value in the current build before farming the route.

Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.

boss / drops / combat / cyclops / temple / eye / granite / tooth / shard / nail / quadrans / denarius
boss - boss - Current build
Di Inferi
  • Routelate boss prep
  • RequirementScout The Temple of Orcus with food, return timing, and repaired gear.
  • Stat700 HP; +33 per extra player; The Temple of Orcus
  • PayoffReward leads: Minor Health Potion x 1
  • ProtectFirst-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules.
  • CheckConfirm the trigger and repeat value in the current build before farming the route.

Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.

boss / drops / combat / inferi / temple / orcus / minor / health / potion
boss - boss - Current build
Medusa
  • Routedesert boss prep
  • RequirementScout Medusa's Gallery of Souls with food, return timing, and repaired gear.
  • Stat400 HP; +33 per extra player; Medusa's Gallery of Souls
  • PayoffReward leads: Mirror x 1
  • ProtectFirst-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules.
  • CheckConfirm the trigger and repeat value in the current build before farming the route.

Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.

boss / drops / combat / medusa / gallery / souls / mirror
boss - boss - Current build
Guardian of Minerva
  • Routefirst boss prep
  • RequirementScout Guardian of Minerva's Nest with food, return timing, and repaired gear.
  • Stat225 HP; +70 per extra player; Guardian of Minerva's Nest
  • PayoffReward leads: Guardian's Eye x 1 Guardians Feather x 2–3 Guardians Talon x 1–2 Copper Bar x 3–5 Quadrans x 10–70 Denarius x 1–2
  • ProtectFirst-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules.
  • CheckConfirm the trigger and repeat value in the current build before farming the route.

Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.

boss / drops / combat / guardian / minerva / nest / eye / guardians / feather / talon / copper / bar
boss - boss - Current build
Great Phoenix of Arabia
  • Routelate boss prep
  • RequirementScout Scorched Shrine with food, return timing, and repaired gear.
  • Stat1200 HP; +100 per extra player; Scorched Shrine
  • PayoffReward leads: Phoenix Feather x 1 Pyromancer's Ring x 1–2 1.2 % Mercury's Helmet x 1–2 1.2 % Bottled Rage x 1–2 1.2 % Bow of Victoria x 1–2 1.2 % Traveler's Coin x 1–2 27.1 % Blacksmith's Gloves x...
  • ProtectFirst-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules.
  • CheckConfirm the trigger and repeat value in the current build before farming the route.

Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.

boss / drops / combat / great / phoenix / arabia / scorched / shrine / feather / pyromancer / ring / mercury
boss - boss - Current build
Pyzifax
  • Routedesert boss prep
  • RequirementScout Pyzifax with food, return timing, and repaired gear.
  • Stat500 HP; +80 per extra player; Pyzifax
  • PayoffReward leads: Cape of Pyzifax Banner x 1 Traveler's Coin x 1–2 31 % Scroll of Vulcan x 1 16.7 % Physician's Cloak x 1 16.7 % Gardener's Gloves x 1 16.7 % Locusta Legatus x 1 16.7 % Fools'...
  • ProtectFirst-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules.
  • CheckConfirm the trigger and repeat value in the current build before farming the route.

Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.

boss / drops / combat / pyzifax / cape / banner / traveler / coin / scroll / vulcan / physician / cloak
boss - boss - Current build
Talos Prototype
  • Routelate boss prep
  • RequirementScout Temple of Vulcan with food, return timing, and repaired gear.
  • Stat1800 HP; +33 per extra player; Temple of Vulcan
  • PayoffReward leads: Core Vessel x 1 Talos Plate x 4–6 Talos Bolt x 1–2 Denarius x 12–18 Traveler's Coin x 3–4
  • ProtectFirst-copy boss drops, declaration items, tablets, rare gear materials, and co-op loot rules.
  • CheckConfirm the trigger and repeat value in the current build before farming the route.

Treat the boss as a storage decision too: win the fight, store the first drop set, then check gear, offering, or quest pressure before spending.

boss / drops / combat / talos / prototype / temple / vulcan / core / vessel / plate / bolt / denarius
god - god - Current build
Ceres
  • RouteCeres offering route
  • RequirementQuest route: Ceres — completing them advances this god's line. Honoring the Soil Fruits of the Harvest Honoring the Craft Honoring the Art Worship unlocks — recommended order Prerequisites come first. Spend Ceres worship points top-to-bottom...
  • StatHow to worship Ceres in Romestead: how to discover the god, all 68 items you can offer ranked by worship value, every building, recipe and perk...
  • PayoffFavor leads: Tier 1 Knockout Your unarmed attack now does a powerful strike for 100% increased damage, but has a short cooldown before it becomes powerful again. Concussive Blow Thrown objects have a chance to stun...
  • ProtectBoss materials, rare offerings, quest items, and co-op spending choices.
  • CheckCheck the live altar UI before spending rare offerings or locking in a favor route.

Pick the god route only after the settlement knows whether it needs farming, hunting, combat, trade, building, healing, or smithing help.

god / altar / offering / favor / ceres / completing / them / advances / this / line / honoring / soil
god - god - Current build
Diana
  • RouteDiana offering route
  • RequirementQuest route: Diana — completing them advances this god's line. The Moonstring Hunting Armaments Worship unlocks — recommended order Prerequisites come first. Spend Diana worship points top-to-bottom to open the whole tree ( 17 points total)....
  • StatHow to worship Diana in Romestead: how to discover the god, all 140 items you can offer ranked by worship value, every building, recipe and perk...
  • PayoffFavor leads: Tier 1 Quick Reloads Your downtime after firing a crossbow is reduced by 50%. Magical Quiver 20% chance to not consume an arrow when firing Tier 2 Rapidus Hitting an enemy with the crossbow...
  • ProtectBoss materials, rare offerings, quest items, and co-op spending choices.
  • CheckCheck the live altar UI before spending rare offerings or locking in a favor route.

Pick the god route only after the settlement knows whether it needs farming, hunting, combat, trade, building, healing, or smithing help.

god / altar / offering / favor / diana / completing / them / advances / this / line / moonstring / hunting
god - god - Current build
Mars
  • RouteMars offering route
  • RequirementQuest route: Mars — completing them advances this god's line. Sanguis Celeste Declaration of War Worship unlocks — recommended order Prerequisites come first. Spend Mars worship points top-to-bottom to open the whole tree ( 18 points...
  • StatHow to worship Mars in Romestead: how to discover the god, all 67 items you can offer ranked by worship value, every building, recipe and perk...
  • PayoffFavor leads: Tier 1 Gladius Peritus Sword range is increased by 10% and attack speed is increased by 10% Hasta Lanista Spears have 10% increased range and you move 10% faster while charging the spear. Tier...
  • ProtectBoss materials, rare offerings, quest items, and co-op spending choices.
  • CheckCheck the live altar UI before spending rare offerings or locking in a favor route.

Pick the god route only after the settlement knows whether it needs farming, hunting, combat, trade, building, healing, or smithing help.

god / altar / offering / favor / mars / completing / them / advances / this / line / sanguis / celeste
god - god - Current build
Mercury
  • RouteMercury offering route
  • RequirementQuest route: Mercury — completing them advances this god's line. Art of Trade Significant Pursuit Worship unlocks — recommended order Prerequisites come first. Spend Mercury worship points top-to-bottom to open the whole tree ( 22 points...
  • StatHow to worship Mercury in Romestead: how to discover the god, all 114 items you can offer ranked by worship value, every building, recipe and perk...
  • PayoffFavor leads: Tier 1 Spell Blade Master Melee attacks have a chance on hit to instantly cast your equipped scroll's uncharged spell for free. Lumen Tier 2 Magicae Gladio Your melee weapon deals bonus 20% damage...
  • ProtectBoss materials, rare offerings, quest items, and co-op spending choices.
  • CheckCheck the live altar UI before spending rare offerings or locking in a favor route.

Pick the god route only after the settlement knows whether it needs farming, hunting, combat, trade, building, healing, or smithing help.

god / altar / offering / favor / mercury / completing / them / advances / this / line / art / trade
god - god - Current build
Minerva
  • RouteMinerva offering route
  • RequirementQuest route: Minerva — completing them advances this god's line. Worshipping the Gods Virgil's Poem Profane Artifice The Malfomed Satyr Horn
  • StatEverything Minerva grants in Romestead: 8 combat favors with their effects, and how worship works.
  • PayoffFavor leads: Tier 1 Cuniculator Lignator Tier 2 Construction Plan The Construction hit area is increased by 25% and give 25% more progress. Aedificator Adds a special Construction crit area when constructing. If hit, it counts...
  • ProtectBoss materials, rare offerings, quest items, and co-op spending choices.
  • CheckCheck the live altar UI before spending rare offerings or locking in a favor route.

Pick the god route only after the settlement knows whether it needs farming, hunting, combat, trade, building, healing, or smithing help.

god / altar / offering / favor / minerva / completing / them / advances / this / line / worshipping / gods
god - god - Current build
Venus
  • RouteVenus offering route
  • RequirementQuest route: Venus — completing them advances this god's line. The Scent of Memory In vino veritas Worship unlocks — recommended order Prerequisites come first. Spend Venus worship points top-to-bottom to open the whole tree (...
  • StatHow to worship Venus in Romestead: how to discover the god, all 72 items you can offer ranked by worship value, every building, recipe and perk...
  • PayoffFavor leads: Tier 1 Volans Pugionem Every 4 dagger attacks shoot out a throwing dagger dealing 110% weapon damage. Power Napper Laying in a bed regenerates your HP. Tier 2 Dagger Technique Increases dagger range by...
  • ProtectBoss materials, rare offerings, quest items, and co-op spending choices.
  • CheckCheck the live altar UI before spending rare offerings or locking in a favor route.

Pick the god route only after the settlement knows whether it needs farming, hunting, combat, trade, building, healing, or smithing help.

god / altar / offering / favor / venus / completing / them / advances / this / line / scent / memory
god - god - Current build
Vulcan
  • RouteVulcan offering route
  • RequirementQuest route: Vulcan — completing them advances this god's line. Fueling the Fires The Copper Consistency Proving your worth Worship unlocks — recommended order Prerequisites come first. Spend Vulcan worship points top-to-bottom to open the whole...
  • StatHow to worship Vulcan in Romestead: how to discover the god, all 97 items you can offer ranked by worship value, every building, recipe and perk...
  • PayoffFavor leads: Tier 1 Earthquake When dashing, you have a 20% chance to leave a trailing earthquake behind you dealing melee damage to any enemies in it. Sledgehammer Adept 10% increased sledgehammer range and 20% increased...
  • ProtectBoss materials, rare offerings, quest items, and co-op spending choices.
  • CheckCheck the live altar UI before spending rare offerings or locking in a favor route.

Pick the god route only after the settlement knows whether it needs farming, hunting, combat, trade, building, healing, or smithing help.

god / altar / offering / favor / vulcan / completing / them / advances / this / line / fueling / fires
quest - npc rewards aegis weapon - Current build
Medusa's Lair
  • RouteMars and boss route
  • Requirement1 Defeat Medusa
  • StatNPC Rewards Aegis Weapon
  • PayoffA blacksmith has warned you of the danger posed by Medusa, hiding somewhere in the desert. Slaying it is no simple challenge due to her stony gaze, a way to protect yourself from her...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Treat it as a boss-prep route: upgrade gear, carry food, set a return rule, then store first-copy drops.

quest / medusa / lair / npc / rewards / aegis / weapon / blacksmith / has / warned / you / danger
quest - story rewards barricade furniture - Current build
Populating Your Town I
  • Routefood and Ceres route
  • Requirement1 Construct a Leatherworker 2 Interact with the Food Storage
  • StatStory Rewards Barricade Furniture
  • PayoffBefore bringing citizens to your town, you must provide a place for them to live, a Food Storage for them to eat, and a place for them to work - like a Leatherworker. It...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Check storage, food, road access, and worker jobs before placing the required building.

quest / populating / your / town / story / rewards / barricade / furniture / before / bringing / citizens / you
quest - world rewards farmstead building - Current build
Honoring the Soil
  • Routefood and Ceres route
  • Requirement1 Offer 20x Wheat
  • StatWorld Rewards Farmstead Building
  • PayoffMy child, I have awoken in large measure due to your kindness, your devotion has done much but I would ask more of you. To everything a time and season, and the land must...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / honoring / soil / world / rewards / farmstead / building / child / have / awoken / large / measure
quest - world rewards bakery building - Current build
Fruits of the Harvest
  • Routefood and Ceres route
  • Requirement1 Offer 5x Olives 2 Offer 5x Pine Nuts 3 Offer 2x Cabbage
  • StatWorld Rewards Bakery Building
  • PayoffYou have done well my child and I would ask for your service once more. I once taught Romans how to cultivate wheat, but many are the treasures that the land shall yield with...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / fruits / harvest / world / rewards / bakery / building / you / have / done / well / child
quest - world rewards watermill building - Current build
Honoring the Craft
  • Routefood and Ceres route
  • Requirement1 Offer Emperor's Salad 2 Offer Mushroom Skewer 3 Offer 5x Bread
  • StatWorld Rewards Watermill Building
  • PayoffYou have seen to it that the people shall survive, my child, but that is not the same as living. My gifts may be turned into food that is fit for the people, true...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / honoring / craft / world / rewards / watermill / building / you / have / seen / that / people
quest - world rewards garum dolium building - Current build
Honoring the Art
  • Routefood and Ceres route
  • Requirement1 Offer 2x Scorpion Skewers 2 Offer 2x Moretum and Bread
  • StatWorld Rewards Garum Dolium Building
  • PayoffI am glad to call upon you once more, favoured child, now venture into lands blessed by the ash of Vulcan's fires that leave it fertile and ripe. Offer to me the fruits of...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / honoring / art / world / rewards / garum / dolium / building / glad / call / upon / you
quest - story - Current build
Town Core and Altar
  • Routefood and Ceres route
  • Requirement1 Interact with the Town Core 2 Interact with an Altar
  • StatStory
  • PayoffIn order to start crafting items, you need to create a town. Interact with the workbench to get started. Interact with both buildings once constructed:
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / town / core / altar / story / order / start / crafting / items / you / need / create
quest - world kind fetch quest rewards well building - Current build
The Moonstring
  • Routefood and Ceres route
  • Requirement1 Offer The Moonstring
  • StatWorld Kind Fetch quest Rewards Well Building
  • PayoffYou've proven yourself a true hunter, you act rather than wait. I have a hunt worthy of you. In a dungeon nearby, the Moonstring is hidden. Part of an artefact crafted by Vulcan's hands....
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / moonstring / world / kind / fetch / rewards / well / building / you / proven / yourself / true
quest - world rewards leatherworker level 2 building - Current build
Hunting Armaments
  • RouteDiana and hunting route
  • Requirement1 Offer Sagittarii Bow 2 Offer Bronze Arcuballista 3 Offer 500x Flint Arrow 4 Offer 200x Bronze Arrow
  • StatWorld Rewards Leatherworker - Level 2 Building
  • PayoffYou have proven you can hunt, but it is a poor hunter who cannot fashion tools worthy of them. Either by your own hand or by that of those who follow you, you must...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / hunting / armaments / world / rewards / leatherworker / level / building / you / have / proven / can
quest - story rewards wooden shield weapon wooden bow weapon wooden arcuballista weapon flint arrow ammunition - Current build
Weapons and tools
  • Routefood and Ceres route
  • Requirement1 Equip a Pickaxe 2 Equip a Lumber Axe 3 Equip a Weapon
  • StatStory Rewards Wooden Shield Weapon Wooden Bow Weapon Wooden Arcuballista Weapon Flint Arrow Ammunition
  • PayoffUse the sticks and the flint shards to craft tools and weapons. The player crafting menu can be found in the inventory view. Equip items with or by dragging and dropping the item into...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Keep the station inputs together and craft only after the next unlock or route is visible.

quest / weapons / tools / story / rewards / wooden / shield / weapon / bow / arcuballista / flint / arrow
quest - story rewards flint pickaxe pickaxe flint axe axe flint gladius weapon flint hasta weapon - Current build
Acquiring Materials
  • RouteVulcan and crafting route
  • Requirement1 Collect 3x Wood Stick
  • StatStory Rewards Flint Pickaxe Pickaxe Flint Axe Axe Flint Gladius Weapon Flint Hasta Weapon
  • PayoffYou will also require some Wood Sticks which can be acquired by destroying bushes or skinny trees. They can also be acquired by throwing objects into large trees.
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Keep the station inputs together and craft only after the next unlock or route is visible.

quest / acquiring / materials / story / rewards / flint / pickaxe / axe / gladius / weapon / hasta / you
quest - story - Current build
Populating Your Town II
  • Routecitizen settlement route
  • Requirement1 Interact with a Citizen
  • StatStory
  • PayoffMost buildings require a citizen assigned to them in order to be able to do their jobs. Citizens can be found all across the world in some kind of shelter, or at the end...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Check storage, food, road access, and worker jobs before placing the required building.

quest / populating / your / town / story / most / buildings / require / citizen / assigned / them / order
quest - world kind fetch quest rewards clay pit building - Current build
Sanguis Celeste
  • RouteMars and boss route
  • Requirement1 Offer Crystallized Blood
  • StatWorld Kind Fetch quest Rewards Clay Pit Building
  • PayoffWarrior! Your offerings strengthen my memories and I have need of you. Long ago I fought with Vulcan, I do not remember why but my blood was shed. Some fell to mortal lands. A...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / sanguis / celeste / world / kind / fetch / rewards / clay / pit / building / warrior / your
quest - world rewards pottery building - Current build
Declaration of War
  • RouteMars and boss route
  • Requirement1 Win a raid
  • StatWorld Rewards Pottery Building
  • PayoffYou've survived, warrior! Now you must seek true conquest, and you must instigate a battle. Use a Declaration of War and emerge victorious, and I shall know you are ready for the campaigns ahead.
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Use the quest as a route checkpoint, gather only what the panel asks for, and return before spending rare goods.

quest / declaration / war / world / rewards / pottery / building / you / survived / warrior / now / must
quest - world rewards market building - Current build
Art of Trade
  • Routefood and Ceres route
  • Requirement1 Offer Denarius
  • StatWorld Rewards Market Building
  • PayoffThis is a disaster! People are surviving when they need to be living. We need to fix this and you will help. You can't have Rome without coin, and I need a coin to...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / art / trade / world / rewards / market / building / this / disaster / people / are / surviving
quest - world rewards university building - Current build
Significant Pursuit
  • RouteMercury and trade route
  • Requirement1 Offer Traveler's Coin 2 Offer Research Paper
  • StatWorld Rewards University Building
  • PayoffMoney is valuable. Knowledge is power. You'll need both if you ever want to be safe but you won't get that by waiting. Search, seek, discover, if you keep your eyes open you'll see...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / significant / pursuit / world / rewards / university / building / money / valuable / knowledge / power / you
quest - world - Current build
Worshipping the Gods
  • RouteMinerva and altar route
  • Requirement1 Earn the favor of a god
  • StatWorld
  • PayoffYou brought me back, but I am a single voice in a pantheon that has fallen silent. If they lost their powers and memories as I did, then perhaps they may be restored as...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / worshipping / gods / world / you / brought / back / but / single / voice / pantheon / that
quest - world rewards pyzifax map location - Current build
The Malfomed Satyr Horn
  • RouteMinerva and altar route
  • Requirement1 Offer Malformed Satyr Horn
  • StatWorld Rewards Pyzifax Map location
  • PayoffThe horn that you have found is most peculiar, its malformation is unique. Offer it upon the altar and I am certain I may use it to discover where it has come from. If...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / malfomed / satyr / horn / world / rewards / pyzifax / map / location / that / you / have
quest - world rewards logistics tent building material storage building blacksmith building carpenter s workshop building empty house level 2 building material storage level 2 building altar level 2 building feathered hood armor feathered armor armor feathered boots armor feathered effigy consumable cooked scorpion meat food - Current build
The Giant Owl
  • RouteMinerva and altar route
  • Requirement1 Offer Guardian's Eye
  • StatWorld Rewards Logistics Tent Building Material Storage Building Blacksmith Building Carpenter's Workshop Building Empty House - Level 2 Building Material Storage - Level 2 Building Altar - Level 2 Building Feathered Hood Armor Feathered Armor Armor Feathered Boots Armor Feathered Effigy Consumable Cooked Scorpion Meat Food
  • PayoffYou have been asked to slay the Giant Owl that circles above. Once this is done, take one of its eyes and offer it upon an altar. The altar you can make yourself with...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / giant / owl / world / rewards / logistics / tent / building / material / storage / blacksmith / carpenter
quest - world rewards brick oven building carpenter s workshop level 2 building altar level 3 building insula building tectonic helmet armor tectonic armor armor tectonic boots armor tectonic maul weapon tectonic arcuballista weapon granite effigy consumable declaration of war the gorgons war declaration salamander jerky food phoenix wing food - Current build
Virgil's Poem
  • RouteMinerva and altar route
  • Requirement1 Offer Granite Tooth
  • StatWorld Rewards Brick Oven Building Carpenter's Workshop - Level 2 Building Altar - Level 3 Building Insula Building Tectonic Helmet Armor Tectonic Armor Armor Tectonic Boots Armor Tectonic Maul Weapon Tectonic Arcuballista Weapon Granite Effigy Consumable Declaration of War - The Gorgons War Declaration Salamander Jerky Food Phoenix Wing Food
  • PayoffAs my memories return, so do my powers. I sense that an ancient creature long buried has awoken, hidden beneath the desert sands. It is familiar yet I cannot place it, yet even in...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / virgil / poem / world / rewards / brick / oven / building / carpenter / workshop / level / altar
quest - world rewards temple building carpenter s workshop level 3 building flamen volcanalis hood armor flamen volcanalis robes armor flamen volcanalis boots armor flamen volcanalis bow weapon malleus mechanicus weapon flamen volcanalis spellblade weapon declaration of war the burning fallen war declaration declaration of war the cyclopelli war declaration - Current build
Profane Artifice
  • Routefood and Ceres route
  • Requirement1 Offer Core Vessel
  • StatWorld Rewards Temple Building Carpenter's Workshop - Level 3 Building Flamen Volcanalis Hood Armor Flamen Volcanalis Robes Armor Flamen Volcanalis Boots Armor Flamen Volcanalis Bow Weapon Malleus Mechanicus Weapon Flamen Volcanalis Spellblade Weapon Declaration of War - The Burning Fallen War Declaration Declaration of War - The Cyclopelli War Declaration
  • PayoffI am renewed with every offering, you have my gratitude young mortal. A darkness obscures my vision, hiding in the shadows of the volcano that has burned and scarred the land. Thousands of souls...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / profane / artifice / world / rewards / temple / building / carpenter / workshop / level / flamen / volcanalis
quest - story rewards workbench placeable wood stick material - Current build
Obtain Wood Planks
  • RouteVulcan and crafting route
  • Requirement1 Collect 4x Wood Plank
  • StatStory Rewards Workbench Placeable Wood Stick Material
  • PayoffWith a Lumber Axe equipped, your attacks can damage trees based on your Lumber Axe Power. Chop down a large tree by attacking it. Place one of the logs on top of its tree...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Keep the station inputs together and craft only after the next unlock or route is visible.

quest / obtain / wood / planks / story / rewards / workbench / placeable / stick / material / lumber / axe
quest - story rewards campfire placeable - Current build
The Workbench
  • Routefood and Ceres route
  • Requirement1 Place a Workbench
  • StatStory Rewards Campfire Placeable
  • PayoffCraft a Workbench Place the workbench on the ground to start constructing your town. To place objects in the world you can either place them in your hotbar, or to begin placing in the...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Check storage, food, road access, and worker jobs before placing the required building.

quest / workbench / story / rewards / campfire / placeable / craft / place / ground / start / constructing / your
quest - story - Current build
Acquiring Materials
  • Routefood and Ceres route
  • Requirement1 Collect 6x Flint Shard
  • StatStory
  • PayoffTo craft your first set of tools you will need Flint Shards. Pick up some Flint with and throw it using the on a Rock to generate some shards. Flint is usually found near...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Keep the station inputs together and craft only after the next unlock or route is visible.

quest / acquiring / materials / story / craft / your / first / set / tools / you / will / need
quest - npc - Current build
The Phoenix of Arabia
  • Routeboss route
  • Requirement1 Hand in Phoenix Ash Sample
  • StatNPC
  • PayoffMy hunt for the Phoenix of Arabia has led me to you and this volcano. It has come to lay its egg which means it shall stay in this place until the egg hatches...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Treat it as a boss-prep route: upgrade gear, carry food, set a return rule, then store first-copy drops.

quest / phoenix / arabia / npc / hunt / for / has / led / you / this / volcano / come
quest - world kind fetch quest rewards beer dolium building - Current build
The Scent of Memory
  • RouteVenus and food route
  • Requirement1 Offer Amor Redivivus
  • StatWorld Kind Fetch quest Rewards Beer Dolium Building
  • PayoffWhile many thought only of their own survival, it was you that saved me from oblivion. I owe you a debt, darling, but I would impose on your generous nature once more. I have...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / scent / memory / world / kind / fetch / rewards / beer / dolium / building / while / many
quest - world rewards wine dolium building - Current build
In vino veritas
  • RouteVenus and food route
  • Requirement1 Offer 10x Grapes 2 Offer 5x Beer 3 Offer Drum 4 Offer Lyre
  • StatWorld Rewards Wine Dolium Building
  • PayoffWhere there is no wine, there is no love. I would share the former so the latter may blossom, but you must do something for me first. Offer to me grapes from the vine...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / vino / veritas / world / rewards / wine / dolium / building / where / there / love / would
quest - world rewards automatic scorpio building - Current build
Fueling the Fires
  • RouteMars and boss route
  • Requirement1 Offer 5x Coal 2 Offer 10x Wood Plank 3 Offer 10x Wood Stick
  • StatWorld Rewards Automatic Scorpio Building
  • PayoffI am aware but I am still weak, the flame within is smothered and I must burn bright. Offer upon the altar that which shall feed the fire, from its light I shall see...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / fueling / fires / world / rewards / automatic / scorpio / building / aware / but / still / weak
quest - world rewards quarry building - Current build
The Copper Consistency
  • RouteVulcan and crafting route
  • Requirement1 Offer 5x Copper Bar
  • StatWorld Rewards Quarry Building
  • PayoffI am forged anew with your devotion, but I am incomplete. Much is missing and must be restored, I must remember everything or I will remain flawed. Bring me ingots of copper, shaped by...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / copper / consistency / world / rewards / quarry / building / forged / anew / your / devotion / but
quest - world rewards blacksmith level 2 building - Current build
Proving your worth
  • Routefood and Ceres route
  • Requirement1 Offer Bronze Helmet 2 Offer Bronze Chestplate 3 Offer Bronze Greaves 4 Offer Bronze Cart
  • StatWorld Rewards Blacksmith - Level 2 Building
  • PayoffYou fed the flame, but a flame must have purpose and so must you. The flame can help shape, mould and temper metals. Use the flame and offer me proof of your craft, if...
  • ProtectRequired items, first-copy drops, quest materials, and station unlock inputs.
  • CheckIf the quest panel shows different wording, follow your save before spending or traveling.

Hold the required offering until the altar UI confirms the exact ask, then spend only if the reward solves the current blocker.

quest / proving / your / worth / world / rewards / blacksmith / level / building / you / fed / flame
item - armor - Current build
Civilian Tunic
  • Routegear route
  • RequirementSearch the full item database before spending.
  • StatTier 1; Stack 1; Sell 0 Quadrans; Offering Vulcan + 62.5
  • PayoffA simple roman tunic.
  • ProtectFirst copy and any stack that could feed a recipe, offering, equipment piece, or food chain.
  • CheckUse this as an added lookup row and confirm exact behavior in your save.

Add it to protected storage until the item database, station, offering, or gear route makes the next use clear.

item / armor / civilian / tunic / vulcan
item - armor - Current build
Sandals
  • Routegear route
  • RequirementSearch the full item database before spending.
  • StatTier 1; Stack 1; Sell 0 Quadrans; Offering Vulcan + 52.5
  • PayoffSandals — Armor in Romestead.
  • ProtectFirst copy and any stack that could feed a recipe, offering, equipment piece, or food chain.
  • CheckUse this as an added lookup row and confirm exact behavior in your save.

Add it to protected storage until the item database, station, offering, or gear route makes the next use clear.

item / armor / sandals / vulcan
item - material - Current build
Honeycomb
  • Routematerial route
  • RequirementBeehive route
  • StatTier 1; Stack 60; Sell 10 Quadrans; Offering Ceres + 10
  • PayoffKnown use: Honey
  • ProtectFirst copy and any stack that could feed a recipe, offering, equipment piece, or food chain.
  • CheckUse this as an added lookup row and confirm exact behavior in your save.

Add it to protected storage until the item database, station, offering, or gear route makes the next use clear.

item / material / honeycomb / beehive / honey / ceres
item - trinket - Current build
Decayed Pinecone
  • Routegear route
  • RequirementSearch the full item database before spending.
  • StatTier 2; Stack 1; Sell 50 Quadrans; Offering Mercury + 42
  • PayoffDecayed Pinecone — Trinket in Romestead, tier 2.
  • ProtectFirst copy and any stack that could feed a recipe, offering, equipment piece, or food chain.
  • CheckUse this as an added lookup row and confirm exact behavior in your save.

Add it to protected storage until the item database, station, offering, or gear route makes the next use clear.

item / trinket / decayed / pinecone / mercury
Romestead tools board for bosses, biomes, gods, and co-op

The interactive Romestead tools board above is for repeat decisions: what Core Vessel is used for, where Crystallized Blood belongs, whether Empty Pot should be saved, which recipe station needs an input, which route is safe today, what to carry into a biome, whether the town is ready for Guardian of Minerva or the next boss, which god route fits the blocker, which building should be upgraded or moved, whether the Logistics Tent or Trading Post route is safe, which seed or fishing route supports food, and who in co-op is allowed to spend rare goods.

Start from the Romestead hub if you want every guide in order. Keep this board open during a settlement session when you need boss prep, biome routes, god choices, or co-op roles in one place.

Current-build note: Use this board for item lookup, recipe checks, 1-8 player co-op, biome progression, exploration, combat, crafting, farming, town-building, dungeons, bosses, gods, trade routes, volcanic scouting, Carpenter’s Workshop, Trading Post automation, decoration mode, and inventory sorting. Exact boss drops, recipe inputs, building upgrade costs, move/refund rules, god favor values, and route limits need current-build checks.

Quick Answer

Use the tools board in this order:

Tool actionWhat to do nowOpen next
Search an itemCheck category, station, source, recipe, known uses, and saved checks before spendingItem Database
Search Core VesselStore the first copy, confirm Talos Prototype rewards, and check Pontifex gearCore Vessel
Search Crystallized Blood or rare itemsKeep quest and boss-adjacent items out of exports until the route is clearRare Items
Search Radiant PilumStore Shaft, Shank, and Tip before checking Sancta Trinita PilumRadiant Pilum parts
Search Volcanic AshCheck Clay, water, Concrete Mixer, storage, and University timingVolcanic Ash route
Search Garum or Empty PotProtect pots before Beer, Wine, Mead, Olive Oil, Garum, or Bakery routesGarum and Empty Pot
Search a recipeFilter station, inputs, output category, and known uses before craftingRomestead Crafting
Search boss prepCheck gear, food, clue, save state, route home, and first-copy storageRomestead Bosses
Search building upgradeCheck storage, road spine, footprint, cost, and whether the upgrade solves a blockerBest Buildings
Search move buildingsFix blocked roads, farms, storage, defenses, and work lanes before expandingMove Buildings
Plan a biome routePick one target material, carry list, turn-back rule, and storage planRomestead Biomes
Plan automationTest Logistics Tent links, Quarry output, and protected storage before automation moves itemsRomestead Automation
Plan Trading PostConfirm unlock/research route, then protect food, first-copy drops, and build goods before exportsTrading Post
Check seed or fish routeDecide whether food, recipe, citizen, trade, or boss-prep value is real in your saveBest Seeds
Choose a god routeHold rare offerings until crafting, shrine, and co-op uses are clearRomestead Gods
Assign co-op rolesName host, builder, gatherer, defender, scout, and loot keeperRomestead Co-op
If today’s blocker is…Use this partNext page
A boss routeSearch boss prepRomestead Bosses
A new areaCompare biome carry listsRomestead Biomes
A shrine or offeringOpen god planning checksRomestead Gods
An automated trade routePlan source, destination, protected goods, and route ownerTrading Post
A building upgradeSearch upgrade, storage, Carpenter, or material storageBest Buildings
A crop or fish questionSearch seed, farm, food, fish, or recipeBest Seeds
A messy group sessionUse the co-op role checklistRomestead Co-op
A scattered settlementReturn to layout decisionsSettlement Planner

The board is intentionally cautious where exact live data is not stable. That is useful, not weak. A wrong boss drop table can waste a night; a good prep route can save the settlement even before every number is known.

What The Tools Board Tracks

LaneWhat it helps withWhy it is worth reopening
Boss prepGear, food, route clue, reward caution, co-op loot rulesBoss attempts can cost time, materials, and town momentum
BiomesCarry list, focus, return rule, next actionA biome push should end with useful materials, not a lost inventory
GodsShrine placement, offerings, favors, technologies, citizen riskGod choices can shape town direction and spend rare goods
Trading PostSource, destination, protected goods, route owner, save reloadAutomation can drain a town if it moves the wrong goods
BuildingsStorage, upgrades, move checks, Carpenter lane, and material cleanupBuilding mistakes are expensive after the town spreads out
Food routesSeed tests, farm edges, fishing, citizen food, and boss-prep mealsFood pressure decides whether exploration is safe
Co-op rolesHost, builder, gatherer, farmer, defender, scout, artisanMore players need clearer rules, not more random errands

How To Use The Filters

The board is strongest when you search one problem, not every system at once.

You typeWhat to look forBetter next action
bossGear, clue, reward caution, loot rulesOpen Romestead Bosses before spending food and repairs
biomeCarry list, return rule, first-copy material habitsOpen Romestead Biomes and pick one route goal
shrine or offeringGod choice, rare goods, citizen riskOpen Romestead Gods before using the only copy of a material
co-opHost reload, role ownership, rare-material approvalOpen Romestead Co-op and assign jobs
foodFirst-night safety, route supplies, settlement stabilityFix the farm or storage loop before a dangerous route
upgradeBuilding upgrade timing, footprint, storage, and cost checksUpgrade storage, crafting, and defense before decoration
moveRoad, farm, storage, and defense blockage checksMove only if the current placement is slowing the whole town
seed or fishFood, recipe, citizen, trade, and boss-prep routesTest a small route before expanding the food plan

If the search returns more than one lane, that is usually a sign the decision touches several systems. A boss material might be crafting fuel, a shrine offering, and a progression clue at the same time. Store it until those uses are checked.

The First Useful Session

Do this before a serious boss or biome push:

  1. Save and reload the current settlement.
  2. Check food, light, storage, and crafting routes.
  3. Pick one route: boss, biome, god, or settlement repair.
  4. Mark the co-op roles if friends are online.
  5. Carry only what supports that route.
  6. Store first copies of unusual materials when you return.

Romestead has farming and cozy settlement pieces, but the live loop is still a survival town-builder. If the town cannot feed itself, move resources, or survive the night, a boss route is probably too early.

Route Recipes

Use these as short session shapes when you are not sure what to do next.

SessionOpen firstStop when
First-night repairBeginner or settlement guideFood, light, bed, storage, and crafting are stable
Biome scoutBiomes checklistOne target material, clue, or danger read is confirmed
Boss prepBosses trackerGear, food, save state, and return path are ready
God decisionGods plannerShrine space, offering cost, and favor purpose are clear
Co-op resetCo-op guideHost, builder, farmer, defender, scout, and rare-spend rule are assigned

These recipes help because Romestead can pull you in several directions at once. A player can start the night planning a farm, notice a boss clue, pick up a strange material, and then lose track of what the town needed. The tools board keeps the next action tied to one route.

Save-Safe Checks

Mark the checklist before the choice becomes expensive:

Before you…Check this
Leave for a new biomeFood packed, inventory space open, return time chosen
Trigger a bossSave reload passed, gear prepared, loot rule named
Spend a rare goodFirst copy stored, crafting and shrine uses checked
Place shrine spaceRoads, storage lanes, farms, and future buildings still have room
Start co-op progressionHost is stable, roles are named, group agrees on rare spending

The saved checklist is deliberately simple. It is there to stop the repeat mistakes that cost the most time: leaving too late, spending first copies, splitting co-op loot, and building permanent town pieces before the route is understood.

When A Tool Should Stop You

The board should stop you when:

Warning signBetter move
Gear is untestedRun a short combat route before a boss
Food is thinImprove the farm and storage loop first
Night route is unclearAdd light, retreat paths, or defense
Rare goods are unidentifiedStore them until the god or crafting use is clear
Co-op players disagreePause spending until the group picks a rule

This is especially important for god choices. Offerings, sacrifices, unique technologies, buildings, upgrades, and Roman god worship are not just flavor buttons in a long save.

What Makes This Different From A Normal Checklist

Romestead’s useful data is still changing during the Early Access window, so a rigid final table would age badly. The board focuses on decisions that stay useful even when exact drops or costs shift:

  • Does this route need food, gear, or settlement repair first?
  • Is the material safe to spend, or should the first copy stay stored?
  • Is the shrine a town plan or just a menu test?
  • Are co-op players clear on who owns building, scouting, farming, defense, and rare drops?
  • Did the save reload before the risky action?

That is why the board links out to bosses, biomes, gods, settlement, and co-op instead of pretending one page solves the entire game. Use it as the doorway, then open the focused guide that matches the problem in front of you.

Next Pages To Open

FAQ

What tools are useful for Romestead Early Access?

Boss prep, building upgrades, Logistics Tent automation, Quarry and Concrete chains, move-building checks, biome readiness, seed tests, fishing routes, seven-god choice planning, Trading Post routes, and co-op role splits are useful now because they protect real settlement decisions.

Does Romestead have bosses?

Yes. Boss and dungeon progression are part of the game scope, and the current planning board covers seven named boss routes. Exact triggers, drops, and route order should be checked in your save.

How many biomes are in Romestead Early Access?

Steam's Early Access section describes progression across three distinct biomes in the current version, with more biomes planned later.

Should a co-op group use the tools board?

Yes. The saved checklist helps a group agree on host reload, builder ownership, food, defense, scout timing, and rare-material spending before the first serious town.