The starter trio
Plant fiber, pebblets and sap are everywhere near the Lab. They fund your first workbench, walls and weapons.
Deeper bands
Better resources sit deeper in the yard. The Hedge and the Pond hold what Tier 2 and 3 crafting needs, but the trip is longer.
Carry smart
Upgrade your pack early. A bigger pack turns one dangerous trip into one safe one, and lets you bring home the good stuff.
Plan the craft
Decide the recipe, then gather exactly that. Targeted gathering beats greedy hoarding every time, and saves return trips.
Don’t waste trips
A half-full pack is a wasted run. Fill up on the way home with what your next craft needs.
What each tier unlocks (first 12 tools)
- Club of the Mother Demon (tier 3)
- Tingle Tongue (tier 3)
- Salt Chipper (tier 3)
- Frosted Flake (tier 3)
- Black Ox Crossbow (tier 3)
- Slime Lantern
- Fresh Edge (tier 3)
- Picklemaul (tier 3)
- Sizzle Striker (tier 3)
- Mint Staff (tier 3)
- Acid Edge (tier 3)
- Spicy Staff (tier 3)
- Ant Queen Staff (tier 3)
- Wallopeño (tier 3)
- Spiky Sprig (tier 1)
- Fresh Coldtana (tier 3)
- Rotten Equipment
- Blazing Edge (tier 3)
- Breathslayer (tier 3)
- Fire Ant Club (tier 3)
- Antlion Greatsword (tier 3)
- Pepper Flake (tier 3)
Farming without wasting the run
Analyze a node before you harvest so you know what it yields and how much. Wood and weed stems come from the yard edges; pebbles and quartz need a tougher tool. Plan routes by biome — the Haze and the Upper Yard hold the rarer tier-3 mats, and both are deadlier, so bring the armor the tier expects.
Don’t hoard raw
Convert mats into armor and tools at a workbench as you go. Raw resources in a backpack are dead weight; crafted gear is what survives the next nest. Keep one stack of each base material for repairs, and spend the rest on the next upgrade.