Guides
Romestead Concrete Guide: Volcanic Ash, Clay, Mixer
Quick Answer
To make progress toward Concrete in Romestead, protect Volcanic Ash first, then check Clay, water, University research, Concrete Mixer access, and safe Volcano hauling before batching. Do not sell or export first-copy Ash, because Concrete and late construction can turn one missing material into a long town blocker.
Resource Route Finder
Search Resources By Route, Stage, and Automation
Choose a route type or stage, then check source, transport, use, and what to protect before hauling.Search The Item Name Before You Spend It
Use the quick chips for Core Vessel, Empty Pot, Radiant Pilum, Volcanic Ash, Concrete, Ember Cloth, Crystallized Blood, Coriander, Firescale Satchel, Shroom Bar, War Table, Grappling Hook, Beer, and Garum.
Protect the first copy. Check Talos Prototype and Pontifex gear before selling, crafting, or exporting.
- SourceCheck current save
- Used inPontifex Headpiece, Pontifex Vestments, Pontifex Sandals
- StationCheck current save
- StatsTier 6; Stack 60; Material Value: 6; Sell: 1 20
Keep enough pots for Beer, Garum, Wine, Mead, Olive Oil, and Bakery pressure before spending them elsewhere.
- SourceRecipe via Pottery, worker level 1, yields 5; Merchant level 2
- Used inBeer, Olive Oil, Garum +2 more
- StationPottery
- StatsTier 1; Stack 60; Material Value: 10; Sell: 2
Store Shaft, Tip, Shank, and related pieces together until the weapon route and boss value are clear.
- SourceFire Elemental Creature
- Used inSancta Trinita Pilum
- StationCheck current save
- StatsTier 3; Material Value: 6; Sell: 1 20
Treat Ash as a Concrete-chain resource. Confirm Clay, water, storage, and Mixer access before batching.
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used inNo known recipe use
- StationCitizen Work Order
- StatsCheck current save
Use routes for surplus only. Do not export first-copy boss drops, food floors, building goods, or shrine materials.
- SourceOpen route planner
- Used inRoute rules and protected goods
- StationTrading Post planner
- StatsRoute setup
Do not start late construction until Volcanic Ash, Clay, water, storage, and defense are ready.
- SourceCheck current save
- Used inConcrete Road Upgrade, Concrete Town Road Upgrade
- StationCheck current save
- StatsCheck current save
Save the first copy until Leatherworker, Firescale Satchel, Augur, and Flamen gear pressure is clear.
- SourceRecipe via Leatherworker, worker level 5, yields 1; Magus Ceres Creature
- Used inIron Thread, Iron Rod, Augur Headpiece +7 more
- StationLeatherworker
- StatsTier 1; Stack 100; Material Value: 5 50; Sell: 1 10
Store it for the altar and Pottery unlock route until the quest prompt appears in your save.
- SourceCheck current save
- Used inNo known recipe use
- StationCheck current save
- StatsTier 6
Check seed source and food uses before cooking, selling, or scaling a field.
- SourceCoriander Crop cultivated 1-2 100%; Coriander Crop wild 2-3 100%
- Used inScorpion Skewers, Salamander Skewer, Minutal Vulcanum
- StationCheck current save
- StatsTier 2; Stack 60; Material Value: 1; Sell: 0
Check Leatherworker, Firescale, and Ember Cloth pressure before crafting or carrying it into a risky route.
- SourceRecipe via Leatherworker, worker level 5, yields 1
- Used inNo known recipe use
- StationLeatherworker
- StatsTier 3; Consumable Value: 1 15; Sell: 23
Check station, ingredients, food value, and boss-prep use before spending mushrooms or rare food inputs.
- SourceCheck current save
- Used inNo known recipe use
- StationCheck current save
- StatsRestores 10 health Heals 0 health over 0 seconds; Tier 1; Stack 40; Food Value: 10; Sell: 2
Check Carpenter, Wood Plank, and boss declaration routes before treating it like ordinary furniture.
- SourceRecipe via Carpenter, worker level 1, yields 1; War Table World drop
- Used inNo known recipe use
- StationCarpenter
- StatsTier 1; Furniture Value: 70; Sell: 14
Check Blacksmith, Copper Bar, and travel utility before crafting or upgrading variants.
- SourceRecipe via Blacksmith, worker level 1, yields 1
- Used inNo known recipe use
- StationBlacksmith
- StatsTier 2; Weapon Value: 2 50; Sell: 50; Slot Offhand
Check crop, container, Dolium, and citizen-food pressure before scaling production.
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used inNo known recipe use
- StationCitizen Work Order
- StatsRestores 20 health Heals 0 health over 0 seconds; Tier 2; Stack 40; Food Value: 50; Sell: 10
Check Fish, Empty Pot, storage, and Bakery pressure before turning a catch into sauce.
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used inIsicia Marina, Gustum de Praecoquis, Isicia Omentata +6 more
- StationCitizen Work Order
- StatsTier 2; Stack 60; Material Value: 2 50; Sell: 50
No matching popular item. Clear search or open the full item database.
Check Hauling And Automation Before Scaling
Use these checks to decide when Stone, Lumber, Clay, Quarry, Clay Pit, and Logistics routes are ready for repeat production.
- RequirementPicking up small stones; breaking bigger rocks with pickaxes; automation check: Quarry.
- PayoffExtracts Stone
- CheckAutomation still needs a clean storage destination or it becomes another walking problem.
Keep a builder stack near material storage, then test Quarry output before replacing manual stone trips.
resource / hauling / automation / stone / quarry / logistics-tent- RequirementChopping down trees (implied); automation check: Lumber Yard.
- PayoffProcesses Wood into Lumber
- CheckAutomation still needs a clean storage destination or it becomes another walking problem.
Use carts or a clear road spine for repeat wood trips, then protect raw Lumber before plank-heavy work.
resource / hauling / automation / lumber / lumber-yard / logistics-tent- RequirementCollecting with a Bucket; automation check: Clay Pit.
- PayoffExtracts Clay
- CheckClay feeds too many routes, so keep a reserve before pots, Brick, or Concrete consume it.
Put bucket routes, Pottery, Brick, and Concrete needs in one plan before the Clay Pit feeds automation.
resource / hauling / automation / clay / clay-pit / logistics-tent- RequirementN/A; automation check: Not in Demo.
- PayoffN/A
- CheckKeep this as a current-save check; do not promise automation until the building UI confirms it.
Store Brick near Not in Demo, then link N/A only after the route is stable.
resource / hauling / automation / brick / not-in-demo / n-a- RequirementN/A; automation check: Not in Demo.
- PayoffN/A
- CheckKeep this as a current-save check; do not promise automation until the building UI confirms it.
Store Marble near Not in Demo, then link N/A only after the route is stable.
resource / hauling / automation / marble / not-in-demo / n-a- RequirementIron Rods
- PayoffKeeps the stone automation route tied to visible requirements instead of guesswork.
- CheckTreat unclear activation steps as a save check.
Bring only the listed requirement, test the temple or platform step, then return before spending rare goods.
quarry / resource / activation / temple- RequirementBlacksmith Building
- PayoffKeeps the stone automation route tied to visible requirements instead of guesswork.
- CheckIf your save asks for Ingredients for the Quarry, follow the live UI instead.
Bring only the listed requirement, test the temple or platform step, then return before spending rare goods.
quarry / resource / activation / temple- RequirementUnknown
- PayoffKeeps the stone automation route tied to visible requirements instead of guesswork.
- CheckTreat unclear activation steps as a save check.
Bring only the listed requirement, test the temple or platform step, then return before spending rare goods.
quarry / resource / activation / templeNo matching route check. Clear search, widen filters, or turn off saved-only.
Search Resource Buildings, Drops, And Material Routes
Use these rows for Quarry, Clay Pit, Lumber, Stone, ore, ash, concrete, fuel, drops, and what to store before scaling.
Search and save the checks that matter to your current route.
Costs, footprints, workers, upgrades, town roles, and placement cautions.
Bosses, enemies, weaknesses, drop leads, and first-copy storage rules.
Shrines, quest gates, offerings, rare items, and routes that need save confirmation.
- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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 / mercuryNo matching lookup row. Clear search, widen filters, or turn off saved-only.
Search basics, refined goods, minerals, food support, and late-chain materials from one tool.
Check Quarry, Lumber Yard, Clay Pit, Logistics, and station-fed routes before linking storage.
Keep first copies, rare metals, research items, and food staples away from exports.
- SourcePick up loose Stone or break larger rocks with a pickaxe.
- CarryCarry by hand early; move repeat piles with Wooden Cart support when the route repeats.
- AutomationQuarry can automate Stone after the Vulcan Quarry route is unlocked.
- UseConstruction, early crafting, roads, walls, Blacksmith cost, Concrete Mixer cost, and repeated building upgrades.
- DetailQuarry is the key automation building
- DetailHeavy resource routing matters more than raw stockpile size
Stone is common, but walking it across a messy town wastes the most time.
Protect:Keep a builder stack near Material Storage before feeding exports or distant work orders.Wait if:Do not mine far routes while nearby build projects still need basic Stone.- SourceCut down big trees with an Axe.
- CarryCarry logs to a clear drop zone; use carts for repeat tree routes.
- AutomationLumber Yard supports a steady wood lane once citizen and storage pressure are stable.
- UseCore building costs, fuel, tools, roads, Workbench routes, Carpenter projects, Blacksmith cost, and Concrete Mixer cost.
- DetailLumber can be chopped into Wood Plank
- DetailWood can also act as fuel in forge-style routes
A short Lumber lane near storage is often stronger than a bigger but slower forest trip.
Protect:Reserve Lumber for current buildings and fuel before decoration, trade, or bulk planks.Wait if:Wait on distant trees until the town has a readable road and storage spine.- SourceCollect orange Clay near water or special clay spots with a Bucket.
- CarryBucket route; keep the drop point close to Material Storage, Pottery, Bakery, Brick, or Concrete work.
- AutomationClay Pit automates Clay, with speed affected by humidity and nearby clay tiles.
- UseMaterial Storage, Blacksmith, Bakery, Pottery, Brick, Concrete, and several mid-town build routes.
- DetailClay Pit can still produce away from ideal clay spots, but placement affects speed
- DetailBucket handling makes route distance important
Clay becomes a bottleneck because many useful stations compete for it.
Protect:Protect Clay until storage, Blacksmith, and Brick needs are safe.Wait if:Do not let Pottery, Brick, or Concrete consume all Clay while the town still needs build upgrades.- SourceGather from lakes and rivers with a Bucket.
- CarryBucket route; avoid long water walks before the destination station is ready.
- AutomationTreat as a station-fed input until the live build proves a safe repeat route.
- UseConcrete chain and bucket-based material handling.
- DetailConcrete needs water with Clay and Volcanic Ash
Water is easy to find but easy to waste time on if the station route is not prepared.
Protect:Protect filled buckets if they are queued for Concrete or another station.Wait if:Wait on bulk hauling until Clay, Volcanic Ash, and the Concrete Mixer are all ready.- SourceThrow a rock into trees or chop down small trees and bushes.
- CarryLight manual carry; store near early crafting rather than mixing with heavy logs.
- AutomationNo safe automation assumption; treat as a gathered support item.
- UseEarly crafting, defense unlock objectives, and small component routes.
- DetailAutomatic Scorpio unlock objective mentions Wood Stick support
Small materials are easy to lose when mixed into heavy-resource piles.
Protect:Keep enough for current tool, arrow, or defense checks before using extras.Wait if:Do not farm a large pile until a recipe or unlock objective asks for it.- SourceBreak larger flintstones by throwing them into hard surfaces or using a Pickaxe.
- CarryManual gather; store near tool and weapon crafting.
- AutomationQuarry output may cover Flint routes depending on biome and job level.
- UseEarly weapons, tools, and Plains combat preparation.
- DetailPlains and Forest Quarry output can differ from Desert output
Confirm Quarry output in the current output panel before replacing manual Flint trips.
Protect:Hold first useful Flint pieces until tool and boss-prep needs are clear.Wait if:Do not overfarm once the current weapon/tool route is covered.- SourceProcess Lumber by chopping it into planks on the trunk or current work route.
- CarryMove from wood lane to Workbench, Carpenter, or defense work area.
- AutomationUse Logistics only after Lumber storage is protected.
- UseCrafting, construction, road support, defense pieces, and unlock objectives.
- DetailLumber and Wood Plank should be stored separately once routes get busy
Do not convert every log; raw Lumber and planks can both block progress.
Protect:Keep planks for current building and defense needs before bulk export.Wait if:Wait if raw Lumber is still needed for station builds or fuel.- SourceMake Brick in a Brick Oven by combining Clay with fuel.
- CarryMove Clay and fuel to the oven, then store Brick away from raw Clay.
- AutomationFeed Brick only after Clay Pit output and fuel supply are safe.
- UseMid construction, roads, storage upgrades, and later building routes.
- DetailBrick Oven combines Clay with any type of fuel
Brick is useful only after the town can spare Clay.
Protect:Protect raw Clay first if Blacksmith, Bakery, Pottery, or Concrete setup is still blocked.Wait if:Wait if the town has not solved Clay production or fuel supply.- SourceMix Clay, Volcanic Ash, and water in the Concrete Mixer.
- CarryPrepare all three inputs near the mixer before starting a batch.
- AutomationAutomate inputs carefully; do not feed every Clay Pit or ash route straight into Concrete.
- UseLate construction, stronger walls, and higher-end settlement upgrades.
- DetailConcrete Mixer unlocks from University for 20 Research Paper
- DetailConcrete Mixer build cost is listed as 8 Lumber and 6 Stone
Concrete is a late route, not a first settlement priority.
Protect:Protect Clay and Volcanic Ash until the exact Concrete need is visible.Wait if:Wait if University research, buckets, Volcano access, Clay, or water is not stable.- SourceGather from gray or white ash patches in volcanic areas with a Bucket.
- CarryBucket route from Volcano to storage or Concrete Mixer.
- AutomationClay Pit placement in Volcano can support ash supply in some routes; verify in your build.
- UseConcrete chain and late construction planning.
- DetailConcrete uses Volcanic Ash, Clay, and water
Ash should be treated as a protected late input until the Concrete plan is real.
Protect:Store first ash before spending it on bulk Concrete tests.Wait if:Wait if Volcano travel, defense, or return storage is not safe.- SourceEarlier-build route lead; check the current use in your live save.
- CarryStore separately if found, because its use can change by build.
- AutomationNo safe automation route to assume.
- UsePotential construction or later material route; do not plan around it until the UI confirms a use.
- DetailTreat Marble as a first-copy save-check item until your build shows a clear use
Use as a save-check item, not a guaranteed building bottleneck.
Protect:Keep first copies rather than selling or exporting them.Wait if:Wait on large Marble routes until a current station asks for it.- SourceFind in mineral routes; Quarry output can include Coal depending on biome and job level.
- CarryMove near Blacksmith, Bakery, defense crafting, or fuel storage.
- AutomationQuarry can support Coal routes after output is confirmed.
- UseFuel, Blacksmith support, Bakery route, Automatic Scorpio objective, and crafting chains.
- DetailBlacksmith fuel timing differs by fuel
- DetailQuarry output should be checked before planning fuel automation
Coal can solve fuel pressure, but it may also be a progression input.
Protect:Protect Coal if it is needed for a current unlock, forge route, or offering.Wait if:Do not burn all Coal as generic fuel if a recipe or unlock needs it.- SourceLook for copper-colored mineral nodes, often around sandy or rocky routes.
- CarryCarry to the Blacksmith furnace; carts help if the node is far.
- AutomationLater Quarry routes may produce Copper Bar or related metal output after worker/job checks.
- UseSmelting into Copper Bar and early metal crafting.
- DetailBlacksmith unlock follows first boss/altar progression in current guides
Finding Copper is only half the route; the furnace and fuel must be ready too.
Protect:Hold enough Copper for tools, nails, weapon, and armor routes before trade.Wait if:Wait if the Blacksmith and fuel route are not ready.- SourceSmelt Copper at the Blacksmith furnace, or check later Quarry worker output.
- CarryStore near Blacksmith, Leatherworker, Carpenter, or tool crafting.
- AutomationQuarry worker/job level can matter for metal-bar output; verify the output panel.
- UseTools, nails, weapons, shields, armor, and mid-tier crafting.
- DetailBlacksmith furnace smelts metal routes
- DetailSome Quarry metal output depends on worker level
Copper Bar is a progress material, not just a sellable metal.
Protect:Protect bars until the current gear and building needs are covered.Wait if:Do not craft side items before checking the next tool, nail, or armor requirement.- SourceMineral route item; check Quarry and current biome output before planning around it.
- CarryStore with metals, not basic Stone.
- AutomationQuarry output can vary by biome and job level.
- UseMetal and crafting route support where the current build asks for Tin.
- DetailTreat Tin as a recipe-check metal before building a route around it
Treat Tin as a route-check mineral until your save shows its use.
Protect:Keep first useful Tin until recipes and station output are clear.Wait if:Wait if no current recipe, building, or worker output needs it.- SourceHarder metal route; check Desert or later Quarry output and smelting needs.
- CarryMove to protected metal storage before crafting.
- AutomationQuarry or worker output may support Iron Bar routes after job-level checks.
- UseAdvanced tools, weapons, armor, and late crafting where shown by the current UI.
- DetailTreat Iron as a protected upgrade metal until the next recipe is visible
Iron should not be mixed into general export stock.
Protect:Protect first Iron route materials until the next upgrade is known.Wait if:Wait if storage, Blacksmith, and defense cannot support a longer metal run.- SourceValuable metal route; check current mineral nodes, merchant stock, or later output.
- CarryCarry to protected storage, not the general trade pile.
- AutomationNo safe automation route to assume without checking current output.
- UseHigh-value crafting, trade, or later progression where the current build exposes it.
- DetailHigh-value metals should stay out of automatic exports until spending needs are clear
Gold value makes it tempting to sell, but first copies may matter more.
Protect:Keep first copies until gods, upgrades, and crafting requirements are known.Wait if:Wait on selling or exporting until the next station and offering screens are checked.- SourceValuable metal route; verify current nodes or merchant output.
- CarryStore with rare metals and keep away from automatic exports.
- AutomationNo safe automation assumption; check output before routing.
- UseCrafting, trade, or later progression where shown in your current save.
- DetailHigh-value metals should be separated from routine build goods
Use Silver as a protected-value item until its route is obvious.
Protect:Protect first Silver until crafting and offering needs are clear.Wait if:Wait if no current station asks for it.- SourceLate route and chest/research loop item; check University needs before spending.
- CarryCarry to protected storage or University planning area.
- AutomationDo not put into automated exports.
- UseUniversity research, including Concrete Mixer unlock planning.
- DetailConcrete Mixer unlock is listed at 20 Research Paper
Research Paper is a decision item, not a routine material.
Protect:Protect every copy until the research target is chosen.Wait if:Wait before spending if Concrete Mixer, University, or another unlock is competing for papers.- SourceLate route and chest-style reward lead; confirm current source in your save.
- CarryStore separately from trade goods.
- AutomationDo not expose to Trading Post routes.
- UseResearch or late unlock checks where the current UI asks for it.
- DetailKeep rare late-route currency away from exports until University and upgrade checks are clear
Treat as a rare route key until the live build proves it is surplus.
Protect:Protect first copies until University and upgrade screens are checked.Wait if:Wait before spending on nonessential routes.- SourceLeatherworker and hide-related routes.
- CarryStore near Leatherworker and combat gear lanes.
- AutomationUse Logistics only after armor and tool needs are separated.
- UseArmor, gear, cloaks, support equipment, and boss-prep sets.
- DetailLeatherworker handles leather gear routes
Leather is a combat-prep resource as much as a crafting material.
Protect:Protect Leather for armor before decoration, trade, or side gear.Wait if:Wait if the next boss route still lacks a full gear set.- SourceFarm route and seed planning.
- CarryStore near Food Storage, Bakery, or Farmstead support.
- AutomationDo not automate away food staples before citizen food is safe.
- UseFood, Bread, Bakery route, Ceres checks, and citizen support.
- DetailWheat appears in seed and food-chain planning
Food resources can block town growth faster than metals.
Protect:Protect enough Wheat for current food and offering checks.Wait if:Wait before converting all Wheat into recipes if food buffer is low.- SourceFishing route near safe water.
- CarryCarry to Food Storage, cooking, Garum, or trade planning.
- AutomationDo not assume automation; treat as a gathered food route.
- UseFood, Garum, cooking, citizen support, and possible trade checks.
- DetailFishing route has its own tool page
A fish route is useful only if it reliably feeds the settlement or a recipe.
Protect:Store first Fish copies before cooking or selling.Wait if:Wait on distant fishing until return route and storage are safe.- SourceFishing route from the current water spots your save exposes.
- CarryCarry to Food Storage, cooking, Garum planning, or protected recipe storage.
- AutomationDo not assume automation; treat as a gathered food-chain material.
- UseFood-chain support, recipe testing, and fish-route planning.
- DetailFish and Eel should both be checked before cooking, selling, or feeding recipes
Use Eel as a route-check catch before building a whole food loop around it.
Protect:Save first Eel copies until recipe value and citizen food needs are clear.Wait if:Wait on repeat fishing if the route is far from storage or unsafe at night.- SourceHunt wildlife, then cook early meat routes at a Campfire.
- CarryCarry to Food Storage or a cooking point close to the first town.
- AutomationDo not rely on hunting as a long-term automated food plan.
- UseEarly citizen food and player recovery before farms and Bread are stable.
- DetailHungry citizens slow down and can eventually stop working
Hunting works for a small early town, but it should lead into farms and Bread.
Protect:Keep enough cooked food for citizens before taking long biome trips.Wait if:Do not recruit more citizens if hunting is still the only food plan.- SourceFarm route from Cabbage seed planning.
- CarryStore near Food Storage or the Altar route if your current objective needs it.
- AutomationKeep farm automation behind food safety; do not export starter crops.
- UseStarter citizen food, Ceres route checks, and early farm stability.
- DetailStarter food routes should be protected before trade routes
Cabbage is simple food, which makes it useful while bigger chains are still unstable.
Protect:Protect enough Cabbage for food and offering checks before cooking or trade.Wait if:Wait before expanding mixed crops if Wheat, Cabbage, or storage rules are unclear.- SourceGrind Wheat at a Manual Mill or Watermill route when available.
- CarryMove from farm/mill lane to Campfire, Bakery, or Food Storage planning.
- AutomationWatermill and Logistics support the better repeat route once unlocked.
- UseBread and Bakery food chains.
- DetailBread can be made earlier at Campfire, but Bakery is the better long-term route
Flour is the bridge between farms and a real citizen food loop.
Protect:Keep Flour for Bread before using it in side recipes.Wait if:Wait if Wheat supply or mill output cannot support steady baking.- SourceBake from Flour at Campfire early or Bakery after the food chain is unlocked.
- CarryMove straight into Food Storage or boss-prep food lanes.
- AutomationFarmstead to Watermill to Bakery to Food Storage is the clean repeat route when unlocked.
- UseReliable citizen food and wider recipe support.
- DetailBakery consumes Coal
- DetailBakery route may need queue checks in Early Access
Bread is one of the safest food goals once the town can support the chain.
Protect:Protect a citizen food buffer before selling, trading, or cooking advanced dishes.Wait if:Wait if Wheat, Flour, Coal, Bakery queue, or Food Storage is not stable.- SourceMarket, goats, or current settlement food route.
- CarryKeep near Food Storage or recipe prep, not mixed with generic trade goods.
- AutomationDo not automate away Cheese until the food and recipe use is clear.
- UseCitizen food, recipe support, and food-chain decisions that compete with Fish and Garum.
- DetailMarket and animal routes can change which food support item is easiest
Cheese can patch food pressure, but it should not hide a broken farm route.
Protect:Protect if citizens are hungry or a recipe path needs it.Wait if:Wait before buying bulk Cheese if the settlement already has a stable Bread chain.- SourceProcess fish-chain inputs through Garum Dolium planning.
- CarryStore near Bakery or advanced recipe routes.
- AutomationOnly automate after Fish, Empty Pot, storage, and food buffer are safe.
- UseAdvanced recipes and food-chain support.
- DetailGarum is a fish-sauce style material used in several dishes
Garum turns fishing into a recipe chain, but it can drain pot and fish supply.
Protect:Protect first Garum before cooking, selling, or exporting.Wait if:Wait if Empty Pot supply, fish route, or Food Storage is unstable.- SourcePottery route from Clay and station planning.
- CarryStore near Garum Dolium, cooking, and Pottery output lanes.
- AutomationFeed Pottery only after Clay needs for buildings are protected.
- UseGarum, food chains, and pot-heavy production routes.
- DetailPottery competes with Clay-heavy building chains
Empty Pot pressure can quietly stop fish and recipe routes.
Protect:Protect pots if Garum or cooking chains are waiting on them.Wait if:Wait if Clay is still needed for Blacksmith, Bakery, Brick, or Concrete setup.- SourceBee or market-support route when your save exposes it.
- CarryStore near Food Storage, Market, or advanced recipe prep.
- AutomationDo not export automatically until food and recipe needs are known.
- UseFood support, trade value checks, and advanced dish routes.
- DetailAdvanced food chains can ask for several farm and animal inputs at once
Honey can be food support or trade support depending on your town's current blocker.
Protect:Protect first Honey if recipes, Market buys, or food pressure compete.Wait if:Wait on bulk production if farms and food storage are still unstable.- SourceOlive and processing route after farm support is ready.
- CarryStore near cooking, Market, or food-chain storage.
- AutomationUse Logistics only after food staples and recipe inputs are separated.
- UseCooking, trade, and advanced food-chain support.
- DetailSeparate recipe goods from sellable surplus before automation
Olive Oil can become a value route, but it should not drain first-copy crops.
Protect:Protect if current recipes need it or if Market route is not the priority.Wait if:Wait if Olive supply is still needed for Ceres or food checks.- SourceCraft at the Blacksmith after Copper Bar production is stable.
- CarryStore near Leatherworker, Blacksmith, and upgrade lanes.
- AutomationDo not auto-consume Copper Bars into nails until armor needs are clear.
- UseLeather gear and mid-tier equipment routes.
- DetailLeatherworker recipes can use Copper Nails with Leather and Cured Hide
Copper Nails are a support component, so craft them for a target recipe instead of stockpiling blindly.
Protect:Protect Copper Nails when Leatherworker armor is the next boss-prep step.Wait if:Wait if Copper Bars are still needed for tools, weapons, or shields.- SourceCraft at the Blacksmith from Wool and Copper Bar.
- CarryStore near Leatherworker and armor crafting.
- AutomationDo not feed Wool or Copper Bars into thread until the target gear is chosen.
- UseWool-based gear routes and Leatherworker support.
- DetailRecipe route uses Wool plus Copper Bar
Copper Thread links animal/fiber supply with metal supply, so check both before batching.
Protect:Protect Wool and Copper Bars if thread is the next armor blocker.Wait if:Wait if the town still needs Copper Bars for basic tools or nails.- SourceCraft at the Blacksmith from Copper Bar and Tin Bar.
- CarryStore with protected metal bars and current gear parts.
- AutomationDo not automate Bronze Bar until Copper and Tin surplus is real.
- UseMid gear, weapons, tools, and later boss-material recipes.
- DetailBronze Bar route combines Copper Bar and Tin Bar
Bronze is a commitment because it consumes two metal routes at once.
Protect:Protect Bronze Bars before crafting side gear or exports.Wait if:Wait if Copper Bar or Tin Bar is still the blocker for a more urgent item.- SourceCraft at the Blacksmith once Bronze Bar production is ready.
- CarryStore near Leatherworker and gear crafting.
- AutomationCraft for a target gear set instead of draining every Bronze Bar.
- UseBonesplint and armor routes at the Leatherworker.
- DetailLeatherworker gear routes can use Bonesplint with Bronze Nails
Bronze Nails are a recipe part, not a generic metal sink.
Protect:Protect if the next armor set needs Bronze Nails.Wait if:Wait if Bronze Bars are still needed for weapons, tools, or direct upgrades.- SourceCraft at the Blacksmith from Linen and Bronze Bar.
- CarryStore near Leatherworker and textile gear lanes.
- AutomationProtect Linen and Bronze Bar before making bulk thread.
- UseLinen-based armor and clothing routes.
- DetailRecipe route uses Linen plus Bronze Bar
Bronze Thread is where fabric and metal bottlenecks meet.
Protect:Protect if the current Leatherworker recipe needs it.Wait if:Wait if Linen is scarce or Bronze Bars are needed elsewhere.- SourceSmelt Iron route materials at the Blacksmith or check late Quarry output.
- CarryStore in protected metal storage near Blacksmith and late crafting.
- AutomationUse automation only after the output panel and worker level confirm the route.
- UseAdvanced gear, tools, nails, thread, and late construction or combat routes.
- DetailConfirm the current Blacksmith output before planning Iron routes.
Iron Bar belongs in protected late storage, not routine trade stock.
Protect:Protect Iron Bars for current upgrade goals before making side components.Wait if:Wait if Iron source, fuel, or Blacksmith worker level is not stable.- SourceCraft at the Blacksmith after Iron Bar production is stable.
- CarryStore near Leatherworker and late armor routes.
- AutomationDo not batch until the target Ember Cloth or armor recipe is visible.
- UseLate Leatherworker gear and reinforced equipment routes.
- DetailLate Leatherworker rows can combine Ember Cloth, Cured Hide, and Iron Nails
Iron Nails are expensive because they sit on top of the whole iron route.
Protect:Protect Iron Bars first if late tools or weapons still need them.Wait if:Wait if Ember Cloth, Cured Hide, or Iron Bar supply is not ready.- SourceCraft at the Blacksmith after late metal and textile routes are stable.
- CarryStore near Leatherworker and late armor lanes.
- AutomationProtect Iron Bars and textile inputs before making thread.
- UseLate cloth/armor routes that need metal-thread components.
- DetailLate Leatherworker recipes can use Iron Thread with Ember Cloth
Iron Thread should be crafted for a known recipe, not as a speculative stockpile.
Protect:Protect if late armor is the next boss or biome goal.Wait if:Wait if Iron Bars are still needed for tools, weapons, or nails.- SourceAnimal or current textile route.
- CarryStore near Leatherworker, Blacksmith thread crafting, and clothing lanes.
- AutomationDo not automate into Copper Thread until the gear target is chosen.
- UseCopper Thread, clothing, cloaks, and Leatherworker recipes.
- DetailCopper Thread uses Wool with Copper Bar
Wool can be either a direct gear input or a thread input.
Protect:Protect Wool when thread or armor is the next blocker.Wait if:Wait before turning all Wool into thread if direct gear recipes need it.- SourceTextile crop or fabric route once your save exposes it.
- CarryStore near Leatherworker and Blacksmith thread crafting.
- AutomationKeep Linen away from automatic thread routes until recipe needs are visible.
- UseBronze Thread, clothing, armor, and food-support recipes that ask for fabric goods.
- DetailBronze Thread uses Linen with Bronze Bar
Linen is easy to mis-spend because several routes can ask for it.
Protect:Protect first Linen for current Leatherworker routes.Wait if:Wait if the next recipe needs raw Linen instead of thread.- SourceHunting and combat material routes.
- CarryStore near Leatherworker and boss-prep crafting.
- AutomationDo not expose to trade routes until armor and gear needs are clear.
- UseLeatherworker gear, Bonesplint routes, and combat equipment.
- DetailLeatherworker recipes can use Bone and Cursed Bone
Bone routes often come from the same hunting loop that feeds early town food.
Protect:Protect Bone if Leatherworker recipes are open.Wait if:Wait before spending Bone on side gear if the next armor set needs it.- SourceHide and Leatherworker route.
- CarryStore near Leatherworker with Leather, nails, and boss-prep gear parts.
- AutomationOnly automate after the target armor set is chosen.
- UseLeather, thick leather, boss-prep armor, and later gear routes.
- DetailLeatherworker recipes repeatedly use Cured Hide
Cured Hide is often the gear bottleneck after basic Leather.
Protect:Protect Cured Hide before crafting decoration or side gear.Wait if:Wait if Leather, nails, or thread are not ready to complete the set.- SourceLeatherworker or current bone-processing route.
- CarryStore near Leatherworker and armor crafting.
- AutomationDo not batch unless Bronze Nails and gear target are ready.
- UseArmor routes paired with Bronze Nails.
- DetailLeatherworker recipes can pair Bonesplint with Bronze Nails
Bonesplint is a gear component, so it should follow a recipe plan.
Protect:Protect if the next gear set needs it.Wait if:Wait if Bone supply or Bronze Nails are unstable.- SourceDangerous combat or cursed-material route in the current build.
- CarryStore away from routine trade and basic bone piles.
- AutomationDo not automate or export first copies.
- UseLate Leatherworker or special gear routes.
- DetailLeatherworker recipes can ask for Bone, Cursed Bone, and Cured Hide together
Treat Cursed Bone like a rare material, not a common hunting drop.
Protect:Protect first copies until the exact recipe appears.Wait if:Wait before farming if combat, food, or return storage is not ready.- SourceVolcano or late Leatherworker route material.
- CarryStore near late armor planning, away from automatic exports.
- AutomationDo not automate into side gear until Iron Nails or Iron Thread route is ready.
- UseLate Leatherworker armor and Iron component routes.
- DetailLate Leatherworker recipes can use Ember Cloth with Iron Nails or Iron Thread
Ember Cloth is a late-chain gear material and should be treated like rare loot.
Protect:Protect all first copies until late armor needs are clear.Wait if:Wait if Volcano access, Iron components, or Cured Hide are not stable.- SourceGuardian of Minerva boss reward route.
- CarryCarry to protected storage or Altar planning immediately after the fight.
- AutomationNever expose to Trading Post or generic storage automation.
- UseAltar and progression decisions after the first boss.
- DetailGuardian of Minerva is the first Plains boss
This is a progression drop first and loot second.
Protect:Protect the first Eye before crafting, offering, or co-op spending choices.Wait if:Wait before spending if the group has not agreed on the next unlock.- SourceGuardian of Minerva reward and repeat-farm route.
- CarryStore with boss materials and Feathered gear planning.
- AutomationDo not export or mix with common feathers.
- UseFeathered or Guardian crafting route checks.
- DetailGuardian materials can support boss-themed crafting
Feather drops matter more after the first progression kill is safe.
Protect:Protect first copies until the desired boss gear path is chosen.Wait if:Wait on farming if food, gear, and respawn setup are not stable.- SourceGuardian of Minerva reward and repeat-farm route.
- CarryStore with boss materials, not ordinary combat loot.
- AutomationDo not export or auto-feed into crafting.
- UseGuardian or Feathered crafting path checks.
- DetailGuardian of Minerva drops can vary by reward roll
Treat Talons as boss currency until your recipe screen proves they are surplus.
Protect:Protect until the exact gear target is known.Wait if:Wait before spending if you are unsure which boss material blocks the next item.- SourceGuardian of Minerva reward route and combat supply checks.
- CarryStore near combat prep, not general trade.
- AutomationDo not export combat supplies unless they are truly surplus.
- UseRanged combat support and emergency boss-prep stock.
- DetailBoss reward routes can include combat supplies and coins
Poisoned Arrows are useful bonus loot, but not the main reason to farm the boss.
Protect:Protect if the next fight or biome route needs ranged safety.Wait if:Wait before spending them on routine enemies if boss prep is open.- SourceBoss reward, trade, and economy routes.
- CarryStore separately from basic resources so spending choices stay visible.
- AutomationKeep out of export routes unless the trade plan is deliberate.
- UseMarket, economy, and route-testing decisions.
- DetailGuardian reward routes can include coin drops
Coins are flexible, so spend them only after the current bottleneck is known.
Protect:Protect early coins until food, gear, or merchant priorities are clear.Wait if:Wait before buying nonessential goods when food or gear is still blocked.- SourceGem or late mineral route; confirm current node, chest, or merchant source.
- CarryStore with rare gems and boss materials.
- AutomationDo not expose gems to exports or speculative crafting.
- UseLate recipes and special crafting checks.
- DetailLate recipes can combine gems with boss materials
Gems should be route keys first and valuables second.
Protect:Protect first copies until recipe screens are checked.Wait if:Wait before farming if the target recipe is not visible.- SourceGem or late mineral route; confirm source in your save.
- CarryStore with protected gems, metals, and boss-route items.
- AutomationDo not automate first copies into trade or crafting.
- UseLate recipes and special crafting checks.
- DetailLate recipes can require multiple rare inputs at once
A rare gem is not surplus until the late recipe screen says so.
Protect:Protect until the exact recipe or upgrade appears.Wait if:Wait on spending if other late materials are missing.- SourceLate boss or special combat route; confirm current drop source in your build.
- CarryStore in rare boss-material storage.
- AutomationNever expose to exports or generic crafting chains.
- UseLate special recipes and boss-material crafting.
- DetailSome late recipes can combine boss parts, gems, and refined metals
Treat named boss parts as progression items, not sale goods.
Protect:Protect the first copy until every recipe and altar use is checked.Wait if:Wait before farming if the boss route, food, and gear loop are not stable.No matching resource. Clear search or widen the type/stage/route filter.
Material And Resource Rows To Protect
Use these checks to compare source clues, station routes, and known-use pressure before exporting or refining a stack.
Protect it until you check 1 known use.
- StationCheck current save
- SourceSatyr Brute Creature; Satyr Brute Spectator Creature
- Used to makeSancta Trinita Pilum
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 3; Material Value: 6; Sell: 1 20
Protect it until you check 5 known uses.
- StationCheck current save
- SourceAloe Vera Crop cultivated 1-2 100%; Aloe Vera Crop wild 1-1 100%
- Used to makeMirage Laurels, Mirage's Tunic, Mirage's Boots +2 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 1; Sell: 20
Protect it until you check 1 known use.
- StationCheck current save
- SourceFire Elemental Creature
- Used to makeSancta Trinita Pilum
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 3; Material Value: 6; Sell: 1 20
Protect it until you check 1 known use.
- StationCheck current save
- SourceGrey Satyr Brute Creature
- Used to makeSancta Trinita Pilum
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 3; Material Value: 6; Sell: 1 20
Protect it until you check 6 known uses.
- StationLeatherworker
- SourceRecipe via Leatherworker, worker level 4, yields 2
- Used to makeSpectral Leather Hood, Spectral Leather Armour, Spectral Leather Boots +3 more
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 2; Stack 60; Material Value: 1; Sell: 20
Protect it until you check 2 known uses.
- StationCheck current save
- SourceFallen Creature; Fallen Bloat Creature
- Used to makeBonesplint, Cape of the Fallen
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 1; Stack 100; Material Value: 20; Sell: 4
Protect it until you check 21 known uses.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 2, yields 2; Lava Construct Creature 200 HP
- Used to makeBronze Gladius, Tectonic Helmet, Tectonic Armor +18 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 2; Stack 40; Material Value: 1 50; Sell: 30
Protect it until you check 7 known uses.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 2, yields 5
- Used to makeChest, Chitin Helmet, Chitin Armor +4 more
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 2; Stack 60; Material Value: 50; Sell: 10
Protect it until you check 4 known uses.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 2, yields 5
- Used to makeCultus Headpiece, Cultus Robes, Cultus Sandals +1 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 40; Sell: 8
Protect it until you check 1 known use.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 2, yields 5
- Used to makeBronze Pilum
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 2 50; Sell: 50
Protect it until you check 4 known uses.
- StationCitizen Work Order
- SourceRecipe via Citizen Work Order, worker level 1, yields 2; Recipe via current station, worker level 2, yields 2
- Used to makeBasalt Bulwark Helmet, Basalt Bulwark Chestplate, Basalt Bulwark Greaves +1 more
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 1; Stack 60; Material Value: 40; Sell: 8
Protect it until you check 3 known uses.
- StationCheck current save
- SourceBig Scorpion Creature; Rock Crab Creature
- Used to makeChitin Helmet, Chitin Armor, Chitin Boots
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 1 50; Sell: 30
Protect it until you check 21 known uses.
- StationQuarry / Miner Work Order
- SourceRecipe via current station, worker level 2, yields 1; Grey Satyr Brute Creature
- Used to makeCopper Gladius, Talon of Minerva, Copper Shield +18 more
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 1; Stack 40; Material Value: 1; Sell: 20
Protect it until you check 3 known uses.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 1, yields 5
- Used to makeThick Leather Armor, Thick Leather Sandals, Thick Leather Hood
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 20; Sell: 4
Protect it until you check 1 known use.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 1, yields 5
- Used to makeCopper Pilum
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 1 50; Sell: 30
Protect it until you check 4 known uses.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 1, yields 5
- Used to makeCamillus Headpiece, Camillus Robes, Camillus Sandals +1 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 20; Sell: 4
Protect it until you check 1 known use.
- StationCheck current save
- SourceCheck current save
- Used to makeBonesplint
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 1; Sell: 20
Protect it until you check 23 known uses.
- StationLeatherworker
- SourceRecipe via Leatherworker, worker level 1, yields 1; Bear Creature
- Used to makeBronze Helmet, Bronze Chestplate, Bronze Greaves +20 more
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 2; Stack 60; Material Value: 50; Sell: 10
Route it to storage first, then check whether the current build needs it for crafting.
- StationCheck current save
- SourceCheck current save
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 2; Stack 60; Material Value: 2; Sell: 0
Protect it until you check 6 known uses.
- StationCheck current save
- SourceCheck current save
- Used to makeTectonic Helmet, Tectonic Armor, Tectonic Boots +3 more
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 3; Stack 60; Material Value: 5; Sell: 1
Protect it until you check 3 known uses.
- StationCheck current save
- SourceCheck current save
- Used to makePontifex Headpiece, Pontifex Vestments, Pontifex Sandals
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 6; Stack 60
Protect it until you check 3 known uses.
- StationCheck current save
- SourceCheck current save
- Used to makeTectonic Maul, Tectonic Arcuballista, Tectonic Scroll
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 3; Stack 60; Material Value: 5; Sell: 1
Protect it until you check 10 known uses.
- StationLeatherworker
- SourceRecipe via Leatherworker, worker level 5, yields 1; Magus Ceres Creature
- Used to makeIron Thread, Iron Rod, Augur Headpiece +7 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 5 50; Sell: 1 10
Protect it until you check 3 known uses.
- StationCheck current save
- SourceCheck current save
- Used to makePontifex Headpiece, Pontifex Vestments, Pontifex Sandals
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 2; Stack 60; Material Value: 5 50; Sell: 1 10
Protect it until you check 6 known uses.
- StationCheck current save
- SourceEmber Orchid Crop cultivated 1-1 100%; Ember Orchid Crop wild 1-1 100%
- Used to makeEmber Cloth, Pyroclast Mask, Pyroclast Armor +3 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 2 50; Sell: 50
Protect it until you check 7 known uses.
- StationCheck current save
- SourceMagus Orcus Creature; Magus Venus Creature
- Used to makeFlamines Minores Apex, Flamines Minores Vestments, Flamines Minores Sandals +4 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 35; Sell: 7
Protect it until you check 7 known uses.
- StationCheck current save
- SourceLava Snake Creature; Lava Snake Creature 60 HP
- Used to makeBasalt Bulwark Helmet, Basalt Bulwark Chestplate, Basalt Bulwark Greaves +4 more
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 1; Stack 60; Material Value: 5 50; Sell: 1 10
Protect it until you check 5 known uses.
- StationPottery
- SourceRecipe via Pottery, worker level 1, yields 5; Merchant level 2
- Used to makeBeer, Olive Oil, Garum +2 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 10; Sell: 2
Protect it until you check 1 known use.
- StationLeatherworker
- SourceRecipe via Leatherworker, worker level 1, yields 5
- Used to makeFlint Pilum
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 50; Sell: 10
Protect it until you check 3 known uses.
- StationCheck current save
- SourceResource Gold World drop
- Used to makeGold Plated Chestplate, Gold Plated Greaves, Gold Plated Helmet
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 3; Stack 40; Material Value: 1; Sell: 20
Protect it until you check 1 known use.
- StationQuarry / Miner Work Order
- SourceRecipe via current station, worker level 1, yields 5; Satyr Tiny World drop
- Used to makeFlint Pilum Head
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 20; Sell: 4
Protect it until you check 9 known uses.
- StationCitizen Work Order
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used to makeIsicia Marina, Gustum de Praecoquis, Isicia Omentata +6 more
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 2; Stack 60; Material Value: 2 50; Sell: 50
Protect it until you check 1 known use.
- StationCitizen Work Order
- SourceRecipe via Citizen Work Order, worker level 1, yields 1; Recipe via Citizen Work Order, worker level 1, yields 1
- Used to makeWine
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 35; Sell: 7
Protect it until you check 5 known uses.
- StationCitizen Work Order
- SourceRecipe via Citizen Work Order, worker level 1, yields 1; Recipe via Citizen Work Order, worker level 1, yields 1
- Used to makeBread, Berry Crostata, Globi +2 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 15; Sell: 3
Protect it until you check 2 known uses.
- StationCheck current save
- SourceOO Owl Of Minerva Creature 250 HP
- Used to makeFeathered Sword, Feathered Bow
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 3; Stack 60; Material Value: 4; Sell: 80
Protect it until you check 3 known uses.
- StationCheck current save
- SourceCoriander Crop cultivated 1-2 100%; Coriander Crop wild 2-3 100%
- Used to makeScorpion Skewers, Salamander Skewer, Minutal Vulcanum
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 2; Stack 60; Material Value: 1; Sell: 0
Protect it until you check 1 known use.
- StationCheck current save
- SourceCheck current save
- Used to makePatina de Piris
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 2; Stack 60; Material Value: 1; Sell: 0
Protect it until you check 12 known uses.
- StationCheck current save
- SourceOO Owl Of Minerva Creature 250 HP
- Used to makeFeathered Sword, Talon of Minerva, Lightning Arrow +9 more
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 3; Stack 60; Material Value: 4; Sell: 80
Protect it until you check 3 known uses.
- StationCheck current save
- SourceMint Crop cultivated 1-1 100%; Mint Crop wild 2-3 100%
- Used to makeGustum de Praecoquis, Minutal Matianum, Phoenix And Olives
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 1; Stack 60; Material Value: 5; Sell: 1
Protect it until you check 2 known uses.
- StationCheck current save
- SourceBay Leaf Crop cultivated 1-1 100%; Bay Leaf Crop wild 2-3 100%
- Used to makeLibum, Minutal Ex Praecoquis
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 5; Sell: 1
Protect it until you check 2 known uses.
- StationCheck current save
- SourcePepper Corns Crop cultivated 1-2 100%; Pepper Corns Crop wild 2-3 100%
- Used to makePhoenix And Olives, Salamander Skewer
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 2; Stack 60; Material Value: 1; Sell: 0
Protect it until you check 1 known use.
- StationCitizen Work Order
- SourceRecipe via Citizen Work Order, worker level 1, yields 1; Log (Beehive) World drop
- Used to makeHoney
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 50; Sell: 10
Protect it until you check 3 known uses.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 5, yields 5
- Used to makeFirescale Cowl, Firescale Armor, Firescale Boots
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 1; Stack 60; Material Value: 20; Sell: 4
Protect it until you check 17 known uses.
- StationQuarry / Miner Work Order
- SourceRecipe via current station, worker level 5, yields 1; Engineer Creature
- Used to makeIron Gladius, Iron Shield, Iron Daggers +14 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 2; Stack 40; Material Value: 5 50; Sell: 1 10
Protect it until you check 1 known use.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 5, yields 5
- Used to makeIron Pilum
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 3 50; Sell: 70
Protect it until you check 5 known uses.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 5, yields 5
- Used to makeAugur Headpiece, Augur Robes, Augur Sandals +2 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 60; Sell: 12
Protect it until you check 7 known uses.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 5, yields 1
- Used to makeIron Gladius, Iron Shield, Iron Daggers +4 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 5; Sell: 1
Protect it until you check 16 known uses.
- StationLeatherworker
- SourceRecipe via Leatherworker, worker level 1, yields 1; Bear Creature
- Used to makeCopper Helmet, Copper Chestplate, Copper Greaves +13 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 30; Sell: 6
Protect it until you check 2 known uses.
- StationCheck current save
- SourceBoar Creature; Rat Big Creature
- Used to makeMinutal Matianum, Minutal Ex Praecoquis
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 30; Sell: 6
Protect it until you check 1 known use.
- StationCheck current save
- SourceBear Creature; Rat Giant Creature
- Used to makeIsicia Omentata
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 50; Sell: 10
Protect it until you check 10 known uses.
- StationCheck current save
- SourceLinen Crop cultivated 1-2 100%; Linen Crop wild 2-4 100%
- Used to makeOnager Scarf, Onager Sash, Onager Sandals +7 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 1 50; Sell: 30
Protect it until you check 2 known uses.
- StationCheck current save
- SourcePhoenix Egg Creature; Phoenix Egg Creature 40 HP
- Used to makePhoenix And Olives, Minutal Vulcanum
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 1; Stack 100; Material Value: 1 30; Sell: 26
Protect it until you check 1 known use.
- StationCheck current save
- SourceBig Scorpion Creature; Small Scorpion Creature
- Used to makeScorpion Skewers
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 1; Sell: 20
Protect it until you check 2 known uses.
- StationCheck current save
- SourceLava Lizard Creature; Lava Lizard Creature 5 HP
- Used to makeSalamander Skewer, Minutal Vulcanum
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 1 10; Sell: 22
Protect it until you check 1 known use.
- StationCheck current save
- SourceGorgon Creature; Medusa World drop
- Used to makeAegis
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 3; Material Value: 6; Sell: 1 20
Protect it until you check 1 known use.
- StationCitizen Work Order
- SourceRecipe via Citizen Work Order, worker level 1, yields 1; Recipe via Citizen Work Order, worker level 1, yields 1
- Used to makeOlive Oil
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 30; Sell: 6
Protect it until you check 8 known uses.
- StationCitizen Work Order
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used to makeGlobi, Deep Fried Fish, Moretum and Bread +5 more
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 1; Stack 60; Material Value: 2 50; Sell: 50
Protect it until you check 1 known use.
- StationCheck current save
- SourceRat Creature; Bird Creature
- Used to makeSausage
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 10; Sell: 2
Protect it until you check 4 known uses.
- StationCheck current save
- SourceBig Scorpion Creature; Small Scorpion Creature
- Used to makeScorpio Helmet, Scorpio Breastplate, Scorpio Sandals +1 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 50; Sell: 10
Protect it until you check 1 known use.
- StationPhilosopher
- SourceRecipe via Philosopher, worker level 1, yields 2; VP Volcanic Phoenix Boss Creature 1000 HP
- Used to makeVolumen Vitae
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 1; Sell: 20
Route it to storage first, then check whether the current build needs it for crafting.
- StationCheck current save
- SourceOO Owl Of Minerva Creature 250 HP
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsTier 6; Stack 60
Protect it until you check 6 known uses.
- StationCheck current save
- SourceCheck current save
- Used to makeFlamines Minores Apex, Flamines Minores Vestments, Flamines Minores Sandals +3 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 3; Stack 60; Material Value: 50; Sell: 10
Protect it until you check 1 known use.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 7, yields 5
- Used to makeSilver Pilum
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 5 50; Sell: 1 10
Protect it until you check 1 known use.
- StationCheck current save
- SourceLog (Beehive) World drop
- Used to makeBeehive
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 1; Sell: 20
Protect it until you check 3 known uses.
- StationCheck current save
- SourceCheck current save
- Used to makeSpectral Leather Hood, Spectral Leather Armour, Spectral Leather Boots
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Material Value: 35; Sell: 7
Protect it until you check 3 known uses.
- StationCheck current save
- SourceCheck current save
- Used to makePontifex Headpiece, Pontifex Vestments, Pontifex Sandals
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 6; Stack 60; Material Value: 6; Sell: 1 20
Protect it until you check 1 known use.
- StationQuarry / Miner Work Order
- SourceRecipe via current station, worker level 3, yields 1; Resource Tin World drop
- Used to makeBronze Bar
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 40; Material Value: 1; Sell: 20
Protect it until you check 14 known uses.
- StationQuarry / Miner Work Order
- SourceRecipe via current station, worker level 8, yields 1; Resource Silver World drop
- Used to makeSilver Gladius, Silver Shield, Silver Daggers +11 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 3; Stack 40; Material Value: 35; Sell: 7
Protect it until you check 6 known uses.
- StationCheck current save
- SourceCheck current save
- Used to makeFlamen Volcanalis Spellblade, Malleus Mechanicus, Flamen Volcanalis Hood +3 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 3; Stack 60; Material Value: 6; Sell: 1 20
Protect it until you check 3 known uses.
- StationCheck current save
- SourceCheck current save
- Used to makeFlamen Volcanalis Spellblade, Malleus Mechanicus, Flamen Volcanalis Bow
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 3; Stack 60; Material Value: 6; Sell: 1 20
Route it to storage first, then check whether the current build needs it for crafting.
- StationCheck current save
- SourceCheck current save
- Used to makeNo known recipe use
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 1; Sell: 20
Protect it until you check 5 known uses.
- StationCheck current save
- SourceWheat Crop cultivated 1-3 100%; Wheat Crop wild 1-1 100%
- Used to makeBeehive, Target Dummy, Leather Bedroll +2 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 100; Material Value: 25; Sell: 5
Protect it until you check 8 known uses.
- StationCarpenter
- SourceRecipe via Carpenter, worker level 1, yields 6; Merchant level 1
- Used to makeBronze Cart, War Table, Bed +5 more
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 1; Stack 60; Material Value: 20; Sell: 4
Protect it until you check 8 known uses.
- StationCheck current save
- SourceMagus Diana Creature; Magus Minerva Creature
- Used to makeCopper Thread, Leather Bedroll, Camillus Headpiece +5 more
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 1; Stack 100; Material Value: 50; Sell: 10
Protect it until you check 23 known uses.
- StationBlacksmith
- SourceRecipe via Blacksmith, worker level 1, yields 5; Recipe via Carpenter, worker level 1, yields 1
- Used to makeMushroom Skewer, Scorpion Skewers, Cheese +20 more
- ActionKeep the first copy out of trade and cooking routes.
- StatsTier 1; Stack 60; Material Value: 5; Sell: 1
Protect it until you check 2 known uses.
- StationCheck current save
- SourceKey World drop; Resource Brick World drop
- Used to makeBrick Road Upgrade, Orange Brick Road Upgrade
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsCheck current save
Route it to storage first, then check whether the current build needs it for crafting.
- StationCitizen Work Order
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsCheck current save
Route it to storage first, then check whether the current build needs it for crafting.
- StationCheck current save
- SourceResource Bucket World drop
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsCheck current save
Protect it until you check 2 known uses.
- StationCheck current save
- SourceCheck current save
- Used to makeConcrete Road Upgrade, Concrete Town Road Upgrade
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsCheck current save
Protect it until you check 7 known uses.
- StationCitizen Work Order
- SourceRecipe via Citizen Work Order, worker level 1, yields 1
- Used to makeEmpty Pot, Small Pot, Massive Pot +4 more
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsCheck current save
Route it to storage first, then check whether the current build needs it for crafting.
- StationCheck current save
- SourceResource Copper World drop
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsCheck current save
Route it to storage first, then check whether the current build needs it for crafting.
- StationCheck current save
- SourceResource Gold World drop
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsCheck current save
Route it to storage first, then check whether the current build needs it for crafting.
- StationCheck current save
- SourceFlint World drop
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsCheck current save
Route it to storage first, then check whether the current build needs it for crafting.
- StationCheck current save
- SourceResource Iron World drop
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsCheck current save
Protect it until you check 4 known uses.
- StationCitizen Work Order
- SourceRecipe via Citizen Work Order, worker level 1, yields 1; Resource Lumber World drop
- Used to makeWar Table, Wood Plank, Barricade +1 more
- ActionKeep the first copy out of trade and cooking routes.
- StatsCheck current save
Protect it until you check 2 known uses.
- StationCheck current save
- SourceResource Marble World drop
- Used to makeMarble Road Upgrade, Marble Brick Road Upgrade
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsCheck current save
Route it to storage first, then check whether the current build needs it for crafting.
- StationCheck current save
- SourceResource Silver World drop
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsCheck current save
Protect it until you check 2 known uses.
- StationCheck current save
- SourceRecipe via current station, worker level 1, yields 1; Trap Onpickedup Scorpion Stone World drop
- Used to makeStone Road Upgrade, Town Stone Road Upgrade
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsCheck current save
Route it to storage first, then check whether the current build needs it for crafting.
- StationCheck current save
- SourceCheck current save
- Used to makeNo known recipe use
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsCheck current save
Route it to storage first, then check whether the current build needs it for crafting.
- StationCheck current save
- SourceResource Tin World drop
- Used to makeNo known recipe use
- ActionSave first, then confirm exact behavior in your current build.
- StatsCheck current save
Save Honeycomb until you know whether the town needs Honey, food support, or an offering check first.
- StationBeehive
- SourceRecipe via Beehive
- Used to makeHoney
- ActionProtect first copies until source, recipe, and used-in pressure are clear.
- StatsTier 1; Stack 60; Sell: 10 Quadrans
No matching item. Clear search, widen filters, or turn off saved-only.
Romestead Concrete planning starts with Volcanic Ash, but Ash alone is not enough. Treat the first copies as protected goods, then check Clay, water, University research, and Concrete Mixer access before you batch Concrete or plan late buildings.
For the broad material table, open Romestead Resources. For station and recipe checks, open Romestead Crafting. Hub: Romestead.
Current-build note: Exact pickup spots, output behavior, and batching rules should be checked in your own save. The route logic is stable: Ash matters when Concrete and late construction become visible.
Quick Answer
| Volcanic Ash check | Current planning answer | Why |
|---|---|---|
| Main use | Concrete route | Concrete planning combines Ash with Clay and water checks |
| First-copy rule | Store it | Late materials should not enter exports or casual crafts |
| Station route | Concrete Mixer | Confirm access before hauling a pile of Ash |
| Support inputs | Clay and water | Ash alone does not finish the route |
| Research gate | University / late construction | Do not farm far ahead of the unlock |
| Storage | Protected build-goods storage | Keeps Ash away from Trading Post exports |
Concrete Route Checklist
| Step | Good sign |
|---|---|
| Scout the Volcano route | You can return safely before night or route pressure hits |
| Store first copies | Ash is separate from trade and common build goods |
| Check Clay supply | Clay Pit or Clay storage can support the same batch |
| Check water route | Water hauling will not become the bottleneck |
| Confirm Concrete Mixer | The station or late construction need is visible |
| Confirm research | University or current objective supports Concrete planning |
Do not haul a large ash stockpile before the town can use it. A small protected batch is useful; a giant pile in the wrong storage can become clutter or an accidental export.
When To Wait
| Wait if… | Better move |
|---|---|
| The town lacks safe storage | Build or sort protected material storage first |
| Clay is already the bottleneck | Stabilize Clay before chasing Ash |
| Water routes are slow | Fix bucket or water access before batching Concrete |
| Defense is weak | Do not turn Volcano trips into failed nights |
| Concrete Mixer is not visible | Keep one copy and continue town progression |
| Trading Post can reach the pile | Move Ash out of export storage |
Ash, Clay, And Water
Volcanic Ash is only one piece of the late-building chain. Concrete planning fails when one support input is ignored.
| Input | Storage habit |
|---|---|
| Volcanic Ash | Protected late-material storage |
| Clay | Near Pottery, Brick, and Concrete routes |
| Water | Near the station or route that consumes it |
| Research Paper / University goods | Separate from common trade goods |
If you need Concrete, open the current station, read the exact missing input, then leave town with one target. Random Volcano trips are less useful than a short trip for the exact missing material.
First Volcano Trip Plan
Use the first Volcano trip to prove the route, not to fill every storage box. Bring enough food and repair support to get home safely, then carry a small Ash batch into protected storage. Once the town knows the route works, you can decide whether the next trip should gather more Ash, fix Clay pressure, or improve the water lane.
| Trip goal | Bring or prepare | Stop when |
|---|---|---|
| First Ash sample | Food, safe path, empty build-goods slot | One protected batch is stored |
| Concrete prep | Clay count, water route, Concrete Mixer check | The missing input is known |
| Late-building push | Builder storage, defense, repair goods | The next building cost is covered |
| Co-op haul | One shared storage target | Everyone knows where Ash goes |
Avoid treating the Volcano route like a normal foraging loop. Ash is useful when it moves a specific build forward; it is less useful when it sits in a mixed pile waiting to be exported.
Concrete Mixer Readiness
Before a Concrete batch, make sure the town can support the whole chain. A mixer without Clay, water, or storage only turns one blocker into three smaller blockers.
| Ready sign | What it prevents |
|---|---|
| Clay is stocked separately | Pottery, Brick, and Concrete do not fight over one pile |
| Water route is short | Workers do not spend the whole day hauling |
| Ash is protected | Trading Post and casual crafting cannot drain it |
| Research path is clear | University progress matches the building plan |
| Build site is chosen | Concrete is made for a known upgrade, not clutter |
If any ready sign is missing, pause the Ash grind and fix that system first. Concrete is a planning material, so the best batch is the one that immediately turns into a building, upgrade, or unlocked route.
Link Ash To The Next Building
Volcanic Ash is easiest to manage when it has a named destination. Before the next haul, decide whether Ash is supporting a Concrete batch, a University push, a defensive upgrade, or a late town-service building. If you cannot name the destination, keep the first copy safe and spend the day fixing Clay, water, roads, or storage instead.
| Destination | Check before hauling more Ash |
|---|---|
| Concrete batch | Clay, water, mixer access, and build site are ready |
| University route | Research goods and protected storage are nearby |
| Defense upgrade | Night path, repair storage, and wall access still work |
| Town service building | Roads, citizens, and output storage will not be blocked |
This keeps Ash from becoming a mystery pile. Every late material should either unlock a visible build or stay protected until the town is ready to use it.
Common Volcanic Ash Mistakes
| Mistake | Better habit |
|---|---|
| Selling first-copy Ash | Store it until Concrete use is checked |
| Farming before storage is ready | Build protected material storage first |
| Ignoring Clay | Check Clay Pit, Pottery, Brick, and Concrete pressure together |
| Forgetting water | Keep the water path short before batching |
| Exporting late materials | Keep Ash away from Trading Post routes |
Next Pages To Open
- Romestead Resources
- Romestead Crafting
- Romestead Best Buildings
- Romestead Trading Post
- Romestead Hub
Sources
FAQ
What is Volcanic Ash used for in Romestead?
Volcanic Ash is a key lead for Concrete planning. Check Clay, water, University research, and Concrete Mixer access before spending it.
Should I sell Volcanic Ash in Romestead?
No. Store first copies because late construction and Concrete routes can need it.
What do I need with Volcanic Ash for Concrete?
Plan around Volcanic Ash, Clay, water, storage, and the Concrete Mixer route. Confirm exact inputs in your current save.
When should I farm Volcanic Ash?
Farm it after your town has safe hauling, defense, storage, and a visible Concrete or late-building need.