ABOUT THE GAME
Homes & crafting
Follow the lights. Find the missing.
Every hero on your account shares one home beside the Lantern’s Rest checkpoint. A gateway in its lounge leads to land of your own, where crops grow while you are away. What you gather there and on the road becomes potions, enchantments and meals.
Your home
Press E beside the Lodgings, next to the Lantern’s Rest checkpoint, to go home. Every hero on your account shares its rooms, vault, trophies and furnishings, and only your own heroes can enter. Guests have a home too.
The household ledger in the lounge lists your rooms. Choose one to mark the way to it on your map.
Rooms
The lounge, trophy gallery and vault are there from the start. The other rooms open as your heroes adventure, except the Smithy, which you build. Once open, a room stays open for every hero on your account.
| Room | What it offers | How it opens |
|---|---|---|
| Lounge | Rest at the lantern without moving your checkpoint. Routes lead to Lantern's Rest and your Company Hall. | Available from the start. |
| Trophy gallery | Choose the memories you keep on display. | Available from the start. |
| Account vault | Store items and gold for your heroes. Only you can see or use your vault. | Earn experience to use the vault. A guest must also reach level 2 or register. |
| Merchant room | Ordinary equipment and supplies at the usual prices. Purchases use carried gold. | Complete A Light Beyond the Gate. |
| Waystone room | Travel to a city this hero has already discovered. | Awaken a city waystone beyond Lantern's Rest. |
| Workshop | Brew potions and enchant equipment using this hero's recipes and materials. | Learn a crafting recipe. |
| Preparation room | Choose Rested (+5% maximum health), Focused (+5% maximum energy), or Keen (+1 Perception). One boon lasts thirty minutes and ends on death. | Complete a rescue encounter. |
| Smithy | The house smith repairs weapons and armor at half the town price. A Runeforge also mends enchanted equipment. | Build it from the household ledger with gold and crafting materials. |
The vault
The account vault keeps items and gold for all your heroes. Only you can see or use it, even in a Company Hall. It opens once your hero has earned experience; a guest must also reach level 2 or register. Storing items needs an account.
- It holds 48 stacks, 96 once one of your heroes has defeated the Iron Warden, and 192 after the Hollow Star.
- Unequip worn items before storing them. Temporary items, and the few that cannot change hands, cannot be stored. Crafting materials stay in their own inventory.
Trophies and furnishings
The trophy gallery has 6 displays. Trophies come from kindling the first watchlight, defeating the great dungeon bosses, landing the Reedking at a wilderness pier and hearing a rescued traveler’s story to its end. New trophies fill empty displays; choose which to show once you have more. Displaying a trophy never uses up an item.
Furnish your home in warm wood from the start, with foliage after a victory over the Briar Heart, or as an archive after the Drowned King.
Smithy and Runeforge
The Smithy is the one room you build. Open the Smithy tab of the household ledger in your own home: it lists each cost against what your hero carries. Your hero pays with carried gold and their own crafting materials. Building takes a hero who has earned experience; a guest must also reach level 2 or register.
A town smith charges 10% of an item’s price for a full repair, less for lighter wear. Your house smith also sells repair kits, which restore 30 durability to an ordinary item out of combat.
| Project | What it adds | Cost |
|---|---|---|
| Smithy | A house smith repairs weapons and armor at half the town price. | 250 gold, 4 Ironroot Resin, 4 Binding Salt |
| Runeforge | The house smith also repairs enchanted equipment. Build the Smithy first. | 1,500 gold, 6 Ember Dust, 4 Cave Pearls |
Base portal (B)
- Press B while exploring, or use the portal button, to open a portal home. While you are in a party it leads to your party’s Company Hall instead.
- Wait 5 seconds after combat, then stand still for 2 seconds. Moving, taking damage or Escape cancels it.
- Press E beside the portal to travel. Return through it to carry on where you left off; both ends then close.
- Your party can use your portal too. Opening a new portal replaces the old one.
- In Lantern’s Rest, walk to the Lodgings instead. From your home and your wilderness, use their gateways and passages.
Company Hall
Every party has a hall of its own. While you are in a party, B and the hall route in your lounge lead there. It offers every room that a member of the party has earned or built, even members who are offline.
- Each vault stays private to its owner.
- Each member features one trophy, and the party leader chooses the furnishings.
- The hall’s wilderness gateway lists your party members’ wildernesses to visit: see Private wilderness.
Mercenaries
Once one of your heroes completes The Guild’s Proving, a guild contact waits in your lounge. Any of your heroes who has completed the Proving can hire a mercenary there instead of walking back to the guild. Read about mercenaries.
Rescued travelers
Some travelers you rescue remember who saved them: Wenna the toll runner, Ysolde the blinded cartographer and Corin, the Silent Theatre’s musician. Each comes to your home to tell the rest of their story.
- The first visit comes an hour after the rescue. Each later visit waits for the next step of their story, a guardian defeated or a quest completed by the hero who rescued them, and at least 20 hours after your last reply.
- The traveler waits by the lounge table, only for the hero who rescued them.
What a visit brings
- Talk to the traveler and choose a reply. Each reply shows its reward: gold, experience, equipment, a crafting blueprint or, once, the way to a buried chest. Rewards grow with the level of the story: see gold by level.
- The last visit adds the traveler’s keepsake to your trophy gallery. The Travelers tab of the household ledger shows what each next visit waits for.
Private wilderness
Step through the wilderness gateway in your lounge to reach land of your own. Every hero on your account shares the land, its storehouse and its buildings, and nothing hostile ever comes there.
Crops and resources keep growing while you are away, even offline. On your first visit the land steward welcomes you; after that, the steward reports what happened while you were gone: ripe beds, full resource spots, finished batches, gifts, and what your visitors did.
Buying land and buildings takes a hero who has earned experience; a guest must also reach level 2 or register.
The Meadow
Your land begins with the Meadow: 4 planting beds, timber, stone and Binding Salt to gather, the storehouse crate, and a campfire for cooking.
Crops
Plant Sunleaf or Mooncap; buying the Wetland adds Bitterroot. Seeds cost nothing. Choose how long a crop grows:
| Growth | Time | Harvest |
|---|---|---|
| Quick | 30 minutes | 3 |
| Standard | 4 hours | 10 |
| Overnight | 12 hours | 24 |
- Ripe crops wait for you and never wither.
- Rain shortens each planting once. Plant in the rain to take 20% off its growing time, or be on your land while it rains to take 20% off the time left.
- Once you supply one Sungold Blossom for research, a Sunleaf bed harvested while another bed in its set of four grows a different crop has a 5% chance to add a Sungold Blossom. Mooncap and Frostmorel work the same way.

Land of your own
A gateway in your lounge leads to a private wilderness. Plant crops, raise buildings, and decorate the land; crops keep growing while you are away.
Gathering and the storehouse
Resource spots refill by themselves, and each holds up to 3 harvests before it is full.
| Resource | Each harvest | Refills |
|---|---|---|
| Timber | 3 | Every 30 minutes |
| Stone | 3 | Every 30 minutes |
| Binding Salt | 2 | Every 30 minutes |
| Ironroot Resin | 2 | Every hour |
Harvests go to the storehouse crate, shared by all your heroes. Take materials from it to cook or craft, or put your own in. Land and buildings use the Timber and Stone in store, with gold your hero carries.
Land
Buy more land from the land steward. Each parcel has 3 building sites and 8 decoration spots. New land must border land you own, so the Quarry comes after the Woodland or the Wetland.
The price depends on how many parcels you have bought, not on which one:
| Purchase | Cost |
|---|---|
| First parcel | 250 gold, 20 Timber, 20 Stone |
| Second parcel | 750 gold, 40 Timber, 40 Stone |
| Third parcel | 1,500 gold, 80 Timber, 80 Stone |
| Parcel | What it holds |
|---|---|
| Meadow | Open grass with planting beds, the storehouse crate and the campfire. Yours from the start. |
| Woodland | Old pine and birch. Its sites suit a Forester's Lodge. |
| Wetland | Reeds around a fishing pond. Buying it also unlocks Bitterroot seed. |
| Quarry | Gravel and broken rock for a Quarry Shed and an Ember Kiln. |
Buildings
You can build each building once, on a site in a parcel that suits it. Move a building to another empty site that suits it at any time, for free; whatever it is making carries on.
| Building | What it does | Cost | Where |
|---|---|---|---|
| Greenhouse | Adds four beds for any unlocked crop. | 250 gold, 20 Timber, 10 Stone | Meadow, Woodland and Wetland |
| Forester's Lodge | Adds two managed timber plots and two resin trees. | 250 gold, 20 Timber, 10 Stone | Woodland |
| Quarry Shed | Adds two stone deposits and two Binding Salt deposits. | 250 gold, 20 Timber, 10 Stone | Quarry |
| Deep Mine | Digs one Cave Pearl every six hours beneath the Quarry Shed. Needs a Quarry Shed and research (Cave Pearl survey): supply one Cave Pearl. | 1,500 gold, 40 Timber, 60 Stone | With its Quarry Shed |
| Ember Kiln | Bakes two Timber into one Ember Dust over six hours. Needs research (Ember Dust firing): supply one Ember Dust. | 1,500 gold, 40 Timber, 60 Stone | Quarry |
| Fishing Hut | Opens the pond's pier and record board to you and your visitors. | 250 gold, 20 Timber, 10 Stone | Wetland |
| Naturalist's Lodge | Adds three habitat feeders that draw wildlife to observe. | 250 gold, 20 Timber, 10 Stone | Meadow, Woodland and Wetland |
| Trading Stall | Hosts traders from cities your heroes have visited. | 250 gold, 20 Timber, 10 Stone | Any parcel |
Fire the Ember Kiln yourself: each batch takes 2 Timber from the store. The kiln and the Deep Mine each hold one finished batch until you collect it.
Fishing
With a Fishing Hut on the Wetland, cast from the pier. A cast takes 3 seconds and needs no quick reflexes. You gain one catch every 10 minutes, up to 3 at a time, shared by all your heroes on every pier.
- Each catch adds Freshwater Fish to your storehouse, for meals and traders. Different fish bite in different weather.
- Bait the hook with a crop from your store to draw the fish that suit the weather.
- The pier’s record board shows the heaviest catch of each fish and who landed it. Your own best catches go in the Lore Book (J).
- The Reedking, an ancient pike, takes bait only in rain or thunder; light rain is not enough. Land it once to earn its trophy.
Wildlife
A Naturalist’s Lodge sets out feeders. Stock one with Sunleaf, Mooncap, Binding Salt or Freshwater Fish, and a hare, roe deer, fox, heron, raven or wild goat comes to it for 12 hours.
- Observe a visiting animal to record the moment in the Lore Book. Some moments need particular weather; the rarest also need a Sungold Blossom or Frostmorel in the feeder.
- Each stocking leaves a gift 2 hours later: a little gold, some materials or, rarely, an ornamental plant. Collect it before you restock.
- Name an animal once you have observed it. Visitors see the name.
Traders
A Trading Stall hosts traders from Brasshaven, Silverbough and Stonehearth, each once one of your heroes has visited that city. Each asks for goods your land produces, such as timber, herbs or fish.
- Fill a request from your storehouse for 40 gold and one favour. Another request follows.
- At 3, 8 and 16 favour, the trader gives you a decoration, an ornamental plant and a crafting blueprint.
Decorations
Place a decoration on an empty decoration spot, then move or remove it whenever you like. Visitors see your arrangement.
- Traders give decorations for their favour.
- Each dungeon boss trophy brings a statue, and the first watchlight a carved stone.
- Each class among your heroes brings its guild’s banner.
- Ornamental plants come with your first victory over each great dungeon boss, and now and then from hidden coffers, treasure, party sites and wildlife gifts.
Visitors
Party members visit through their Company Hall’s wilderness gateway, even while you are offline. Close or open visits from the Land tab.
- Visitors may fish, observe wildlife, tend your crops and cook at your campfire with their own materials. Your beds, storehouse, buildings and traders are yours alone, and their catches go to their own storehouse.
- A visitor can tend one growing bed on your land every 4 hours. Tending takes 25% off the bed’s remaining time, and the visitor keeps one of the crop. Each planting can be tended once, and you cannot tend your own.
Crafting
Gather ingredients on the road and underground, learn recipes, then make what you need at a workstation:
- Alchemy brews health and energy potions, antidotes and throwing bombs.
- Enchanting gives a piece of equipment a permanent power.
- Cooking makes meals at the campfire in your private wilderness.
Recipes, materials and blueprints belong to each hero. There is no crafting skill to train: a recipe needs only your hero’s level, and a recipe you know always succeeds.
Workstations
- Alchemy Table and Enchanting Bench. In Lantern’s Rest, the cities, villages and guild halls, and in your home’s Workshop once one of your heroes has learned a recipe.
- Campfire. In your private wilderness, for cooking.
Stand within two tiles of a workstation, five seconds out of combat. Make one item or several at once. Your first visit to a workstation gives you a Red Tonic blueprint.
Gathering ingredients
- In the wilderness. Binding Salt, Sunleaf, Mooncap, Bitterroot and Ironroot Resin grow across the wilderness: salt by rock and gravel, Sunleaf in open meadows, Mooncap in the shade of trees, Bitterroot by water and resin beside trees. Stand beside one, five seconds out of combat, and press E. A spot you gather from grows back for you in time, and other heroes gather from it separately.
- Perception. Ingredients within 5 tiles glow with a warm outline and appear in Nearby. The range grows to 7 tiles at Perception 5, 9 tiles at Perception 10 and 11 tiles at Perception 15. Walls and fog still hide them.
- At night. Mooncaps open under the night sky: gathered on dark, open ground after dusk, Mooncap and Frostmorel yield one more.
Ingredients and blueprints go to your Crafting Inventory, which opens from your Bag. It keeps them apart from your bag’s slots, so a full bag never stops you gathering. Potions and meals you make go into your bag.
Rare, underground and home-grown
- Rare finds. Now and then a spot offers a rare ingredient instead: Sungold Blossom in Sunmeadow and Brookmere Vale, Frostmorel in Northpine Reach and Frostmere March, Willowheart Resin in Mosswater and Blackwillow Delta, and Cinderglass on the Ashen Coast and in the Emberfall Waste. Each makes a version of a recipe that needs fewer common ingredients.
- Underground. Cave Pearls, Ember Dust and Star Fragments come from deposits and defeated foes in dungeons, mines, caves and ruins. Dragons, drakes and creatures of ember and forge drop Ember Dust, and Star Fragments come from the most dangerous places. A dropped material is yours alone and waits 5 minutes: press E beside it to collect it.
- At home. Your private wilderness grows crops, yields timber, stone, salt and resin, and its pond gives Freshwater Fish.
A druid’s Wild Harvest skill makes spots grow back sooner, and a necromancer’s Grave Harvest makes foes drop materials more often.
Learning recipes
- Blueprints. Read one from your Crafting Inventory to learn its recipe for good, even before you reach the recipe’s level. A spare blueprint for a recipe you know converts into three Binding Salt.
- Experiments. At a workstation, choose ingredients and amounts, always including Binding Salt; their order does not matter. The right combination teaches the recipe and makes the result. A wrong one costs only one Binding Salt and keeps everything else. Enchanting experiments need equipment with no enchantment.
- Master formulas. Recipes from level 32 can only be learned from a blueprint. The right combination alone does not teach them.
- Meals. Every hero knows Riverside Stew, Smoked Trout and Forager's Pie on reaching a campfire. Other meals are discovered by experiment.
Blueprints come from treasure caches, hidden coffers, party sites, quests, rescued travelers and traders’ favour. Underground, every guardian and encounter foe leaves one, as do the strongest of the other foes; the rest leave one now and then. Master blueprints come only from those sure sources, in the most dangerous places.
Enchanting
- An enchantment fits equipment of its own tier only: Runed Ember enchants Runed equipment.
- Each fits certain pieces. Ember, Rime and Storm go on weapons and off-hand items; Stoneguard on armor and off-hand items; Renewal on armor, necklaces and rings; Wayfinder on necklaces and rings.
- An item holds one enchantment. A known enchantment can replace another once you confirm; the old power is lost.
- Enchanting does not raise an item’s tier or statistics. Enchanted equipment is mended by a runesmith or your home’s Runeforge, not by an ordinary smith or a repair kit.
Meals
A meal makes you Well Fed for 30 minutes. It works alongside a preparation boon from your home, but only one meal at a time: a new one replaces the last. Well Fed ends on death. Eat out of combat, wherever you are.
Recipes
Every recipe a hero can learn. Level is the hero level needed to make it.
| Recipe | Type | Level | Ingredients | Effect | Learn by |
|---|---|---|---|---|---|
| Lava Bomb | Alchemy | 1 | 1 Binding Salt, 1 Ironroot Resin, 1 Ember Dust | Throw a bottle of lava. Burning ground damages enemies and you each second. Allies are safe. | Blueprint or experiment |
| Lava Bomb | Alchemy | 8 | 1 Binding Salt, 2 Ironroot Resin, 1 Ember Dust | Throw a bottle of lava. Burning ground damages enemies and you each second. Allies are safe. | Blueprint or experiment |
| Lava Bomb | Alchemy | 16 | 1 Binding Salt, 3 Ironroot Resin, 1 Ember Dust, 1 Cave Pearl | Throw a bottle of lava. Burning ground damages enemies and you each second. Allies are safe. | Blueprint or experiment |
| Lava Bomb | Alchemy | 24 | 1 Binding Salt, 4 Ironroot Resin, 1 Ember Dust, 1 Cave Pearl | Throw a bottle of lava. Burning ground damages enemies and you each second. Allies are safe. | Blueprint or experiment |
| Lava Bomb | Alchemy | 32 | 1 Binding Salt, 5 Ironroot Resin, 1 Ember Dust, 1 Cave Pearl, 1 Star Fragment | Throw a bottle of lava. Burning ground damages enemies and you each second. Allies are safe. | Blueprint only |
| Lava Bomb | Alchemy | 40 | 1 Binding Salt, 6 Ironroot Resin, 1 Ember Dust, 1 Cave Pearl, 1 Star Fragment | Throw a bottle of lava. Burning ground damages enemies and you each second. Allies are safe. | Blueprint only |
| Gas Bomb | Alchemy | 1 | 1 Binding Salt, 1 Mooncap, 1 Bitterroot | Throw a poison bottle. Gas spreads around obstacles and damages enemies and you each second. Allies are safe. | Blueprint or experiment |
| Gas Bomb | Alchemy | 8 | 1 Binding Salt, 2 Mooncaps, 1 Bitterroot | Throw a poison bottle. Gas spreads around obstacles and damages enemies and you each second. Allies are safe. | Blueprint or experiment |
| Gas Bomb | Alchemy | 16 | 1 Binding Salt, 3 Mooncaps, 1 Bitterroot, 1 Cave Pearl | Throw a poison bottle. Gas spreads around obstacles and damages enemies and you each second. Allies are safe. | Blueprint or experiment |
| Gas Bomb | Alchemy | 24 | 1 Binding Salt, 4 Mooncaps, 1 Bitterroot, 1 Cave Pearl | Throw a poison bottle. Gas spreads around obstacles and damages enemies and you each second. Allies are safe. | Blueprint or experiment |
| Gas Bomb | Alchemy | 32 | 1 Binding Salt, 5 Mooncaps, 1 Bitterroot, 1 Cave Pearl, 1 Star Fragment | Throw a poison bottle. Gas spreads around obstacles and damages enemies and you each second. Allies are safe. | Blueprint only |
| Gas Bomb | Alchemy | 40 | 1 Binding Salt, 6 Mooncaps, 1 Bitterroot, 1 Cave Pearl, 1 Star Fragment | Throw a poison bottle. Gas spreads around obstacles and damages enemies and you each second. Allies are safe. | Blueprint only |
| Red Tonic | Alchemy | 1 | 1 Binding Salt, 2 Sunleaf | Restore 40 health. | Blueprint or experiment |
| Blue Tonic | Alchemy | 1 | 1 Binding Salt, 2 Mooncaps | Restore 30 energy. | Blueprint or experiment |
| Antidote | Alchemy | 1 | 1 Binding Salt, 2 Bitterroot | Remove harmful status effects. | Blueprint or experiment |
| Restorative Draught | Alchemy | 8 | 1 Binding Salt, 3 Sunleaf | Restore 65 health. | Blueprint or experiment |
| Restorative Draught · Sungold | Alchemy | 8 | 1 Binding Salt, 1 Sunleaf, 1 Sungold Blossom | Restore 65 health. | Blueprint or experiment |
| Focus Draught | Alchemy | 8 | 1 Binding Salt, 3 Mooncaps | Restore 55 energy. | Blueprint or experiment |
| Crimson Elixir | Alchemy | 16 | 1 Binding Salt, 3 Sunleaf, 1 Cave Pearl | Restore 100 health. | Blueprint or experiment |
| Azure Elixir | Alchemy | 16 | 1 Binding Salt, 3 Mooncaps, 1 Cave Pearl | Restore 90 energy. | Blueprint or experiment |
| Azure Elixir · Frostmorel | Alchemy | 16 | 1 Binding Salt, 1 Mooncap, 1 Cave Pearl, 1 Frostmorel | Restore 90 energy. | Blueprint or experiment |
| Dawn Elixir | Alchemy | 32 | 1 Binding Salt, 4 Sunleaf, 1 Star Fragment | Restore 180 health. | Blueprint only |
| Astral Elixir | Alchemy | 32 | 1 Binding Salt, 4 Mooncaps, 1 Star Fragment | Restore 150 energy. | Blueprint only |
| Star Elixir | Alchemy | 40 | 1 Binding Salt, 6 Sunleaf, 2 Star Fragments | Restore 260 health. | Blueprint only |
| Worn Ember | Enchanting | 1 | 1 Binding Salt, 1 Ironroot Resin, 1 Ember Dust | 20% on a direct hit: 4 × tier additional fire damage. 4s shared cooldown. | Blueprint or experiment |
| Tempered Ember | Enchanting | 8 | 1 Binding Salt, 2 Ironroot Resin, 1 Ember Dust | 20% on a direct hit: 4 × tier additional fire damage. 4s shared cooldown. | Blueprint or experiment |
| Runed Ember | Enchanting | 16 | 1 Binding Salt, 3 Ironroot Resin, 1 Ember Dust | 20% on a direct hit: 4 × tier additional fire damage. 4s shared cooldown. | Blueprint or experiment |
| Astral Ember | Enchanting | 24 | 1 Binding Salt, 4 Ironroot Resin, 1 Ember Dust | 20% on a direct hit: 4 × tier additional fire damage. 4s shared cooldown. | Blueprint or experiment |
| Dawnforged Ember | Enchanting | 32 | 1 Binding Salt, 3 Ironroot Resin, 1 Ember Dust, 1 Star Fragment | 20% on a direct hit: 4 × tier additional fire damage. 4s shared cooldown. | Blueprint only |
| Starbound Ember | Enchanting | 40 | 1 Binding Salt, 3 Ironroot Resin, 1 Ember Dust, 1 Star Fragment | 20% on a direct hit: 4 × tier additional fire damage. 4s shared cooldown. | Blueprint only |
| Starbound Ember · Cinderglass | Enchanting | 40 | 1 Binding Salt, 1 Ironroot Resin, 1 Ember Dust, 1 Star Fragment, 1 Cinderglass | 20% on a direct hit: 4 × tier additional fire damage. 4s shared cooldown. | Blueprint only |
| Worn Rime | Enchanting | 1 | 1 Binding Salt, 1 Ironroot Resin, 1 Cave Pearl, 1 Mooncap | 20% on a direct hit: slow for 2s. 8s shared cooldown. | Blueprint or experiment |
| Tempered Rime | Enchanting | 8 | 1 Binding Salt, 2 Ironroot Resin, 1 Cave Pearl, 1 Mooncap | 20% on a direct hit: slow for 2s. 8s shared cooldown. | Blueprint or experiment |
| Runed Rime | Enchanting | 16 | 1 Binding Salt, 3 Ironroot Resin, 1 Cave Pearl, 1 Mooncap | 20% on a direct hit: slow for 2s. 8s shared cooldown. | Blueprint or experiment |
| Astral Rime | Enchanting | 24 | 1 Binding Salt, 4 Ironroot Resin, 1 Cave Pearl, 1 Mooncap | 20% on a direct hit: slow for 2s. 8s shared cooldown. | Blueprint or experiment |
| Dawnforged Rime | Enchanting | 32 | 1 Binding Salt, 3 Ironroot Resin, 1 Cave Pearl, 1 Mooncap, 1 Star Fragment | 20% on a direct hit: slow for 2s. 8s shared cooldown. | Blueprint only |
| Starbound Rime | Enchanting | 40 | 1 Binding Salt, 3 Ironroot Resin, 1 Cave Pearl, 1 Mooncap, 1 Star Fragment | 20% on a direct hit: slow for 2s. 8s shared cooldown. | Blueprint only |
| Worn Storm | Enchanting | 1 | 1 Binding Salt, 1 Ironroot Resin, 2 Cave Pearls | 20% on a direct hit: arc 3 × tier lightning damage to one visible enemy within three tiles of the target. 6s shared cooldown. | Blueprint or experiment |
| Tempered Storm | Enchanting | 8 | 1 Binding Salt, 2 Ironroot Resin, 2 Cave Pearls | 20% on a direct hit: arc 3 × tier lightning damage to one visible enemy within three tiles of the target. 6s shared cooldown. | Blueprint or experiment |
| Runed Storm | Enchanting | 16 | 1 Binding Salt, 3 Ironroot Resin, 2 Cave Pearls | 20% on a direct hit: arc 3 × tier lightning damage to one visible enemy within three tiles of the target. 6s shared cooldown. | Blueprint or experiment |
| Astral Storm | Enchanting | 24 | 1 Binding Salt, 4 Ironroot Resin, 2 Cave Pearls | 20% on a direct hit: arc 3 × tier lightning damage to one visible enemy within three tiles of the target. 6s shared cooldown. | Blueprint or experiment |
| Dawnforged Storm | Enchanting | 32 | 1 Binding Salt, 3 Ironroot Resin, 1 Star Fragment | 20% on a direct hit: arc 3 × tier lightning damage to one visible enemy within three tiles of the target. 6s shared cooldown. | Blueprint only |
| Starbound Storm | Enchanting | 40 | 1 Binding Salt, 3 Ironroot Resin, 1 Star Fragment | 20% on a direct hit: arc 3 × tier lightning damage to one visible enemy within three tiles of the target. 6s shared cooldown. | Blueprint only |
| Worn Stoneguard | Enchanting | 1 | 1 Binding Salt, 1 Ironroot Resin, 3 Cave Pearls | 20% after taking direct health damage: absorb 8 × tier damage for 4s. 12s shared cooldown. | Blueprint or experiment |
| Tempered Stoneguard | Enchanting | 8 | 1 Binding Salt, 2 Ironroot Resin, 3 Cave Pearls | 20% after taking direct health damage: absorb 8 × tier damage for 4s. 12s shared cooldown. | Blueprint or experiment |
| Runed Stoneguard | Enchanting | 16 | 1 Binding Salt, 3 Ironroot Resin, 3 Cave Pearls | 20% after taking direct health damage: absorb 8 × tier damage for 4s. 12s shared cooldown. | Blueprint or experiment |
| Astral Stoneguard | Enchanting | 24 | 1 Binding Salt, 4 Ironroot Resin, 3 Cave Pearls | 20% after taking direct health damage: absorb 8 × tier damage for 4s. 12s shared cooldown. | Blueprint or experiment |
| Astral Stoneguard · Willowheart | Enchanting | 24 | 1 Binding Salt, 1 Ironroot Resin, 3 Cave Pearls, 1 Willowheart Resin | 20% after taking direct health damage: absorb 8 × tier damage for 4s. 12s shared cooldown. | Blueprint or experiment |
| Dawnforged Stoneguard | Enchanting | 32 | 1 Binding Salt, 3 Ironroot Resin, 3 Cave Pearls, 1 Star Fragment | 20% after taking direct health damage: absorb 8 × tier damage for 4s. 12s shared cooldown. | Blueprint only |
| Starbound Stoneguard | Enchanting | 40 | 1 Binding Salt, 3 Ironroot Resin, 3 Cave Pearls, 1 Star Fragment | 20% after taking direct health damage: absorb 8 × tier damage for 4s. 12s shared cooldown. | Blueprint only |
| Worn Renewal | Enchanting | 1 | 1 Binding Salt, 1 Ironroot Resin, 1 Cave Pearl, 2 Sunleaf | After damage leaves you below 35% health: restore 2 × tier health each second for 4s. 30s shared cooldown. | Blueprint or experiment |
| Tempered Renewal | Enchanting | 8 | 1 Binding Salt, 2 Ironroot Resin, 1 Cave Pearl, 2 Sunleaf | After damage leaves you below 35% health: restore 2 × tier health each second for 4s. 30s shared cooldown. | Blueprint or experiment |
| Runed Renewal | Enchanting | 16 | 1 Binding Salt, 3 Ironroot Resin, 1 Cave Pearl, 2 Sunleaf | After damage leaves you below 35% health: restore 2 × tier health each second for 4s. 30s shared cooldown. | Blueprint or experiment |
| Astral Renewal | Enchanting | 24 | 1 Binding Salt, 4 Ironroot Resin, 1 Cave Pearl, 2 Sunleaf | After damage leaves you below 35% health: restore 2 × tier health each second for 4s. 30s shared cooldown. | Blueprint or experiment |
| Dawnforged Renewal | Enchanting | 32 | 1 Binding Salt, 3 Ironroot Resin, 1 Cave Pearl, 2 Sunleaf, 1 Star Fragment | After damage leaves you below 35% health: restore 2 × tier health each second for 4s. 30s shared cooldown. | Blueprint only |
| Starbound Renewal | Enchanting | 40 | 1 Binding Salt, 3 Ironroot Resin, 1 Cave Pearl, 2 Sunleaf, 1 Star Fragment | After damage leaves you below 35% health: restore 2 × tier health each second for 4s. 30s shared cooldown. | Blueprint only |
| Worn Wayfinder | Enchanting | 1 | 1 Binding Salt, 1 Ironroot Resin, 1 Cave Pearl, 2 Mooncaps | While equipped, notice cracked walls two tiles farther away. Does not reveal unseen chambers. | Blueprint or experiment |
| Tempered Wayfinder | Enchanting | 8 | 1 Binding Salt, 2 Ironroot Resin, 1 Cave Pearl, 2 Mooncaps | While equipped, notice cracked walls two tiles farther away. Does not reveal unseen chambers. | Blueprint or experiment |
| Runed Wayfinder | Enchanting | 16 | 1 Binding Salt, 3 Ironroot Resin, 1 Cave Pearl, 2 Mooncaps | While equipped, notice cracked walls two tiles farther away. Does not reveal unseen chambers. | Blueprint or experiment |
| Astral Wayfinder | Enchanting | 24 | 1 Binding Salt, 4 Ironroot Resin, 1 Cave Pearl, 2 Mooncaps | While equipped, notice cracked walls two tiles farther away. Does not reveal unseen chambers. | Blueprint or experiment |
| Dawnforged Wayfinder | Enchanting | 32 | 1 Binding Salt, 3 Ironroot Resin, 1 Cave Pearl, 2 Mooncaps, 1 Star Fragment | While equipped, notice cracked walls two tiles farther away. Does not reveal unseen chambers. | Blueprint only |
| Starbound Wayfinder | Enchanting | 40 | 1 Binding Salt, 3 Ironroot Resin, 1 Cave Pearl, 2 Mooncaps, 1 Star Fragment | While equipped, notice cracked walls two tiles farther away. Does not reveal unseen chambers. | Blueprint only |
| Riverside Stew | Cooking | 1 | 2 Freshwater Fish, 2 Sunleaf, 1 Binding Salt | Well Fed for thirty minutes: Potions restore 10% more. One meal at a time, alongside a preparation boon. Eat it out of combat. | Known at the campfire |
| Smoked Trout | Cooking | 1 | 2 Freshwater Fish, 1 Timber, 1 Binding Salt | Well Fed for thirty minutes: +2 Luck. One meal at a time, alongside a preparation boon. Eat it out of combat. | Known at the campfire |
| Forager's Pie | Cooking | 1 | 2 Sunleaf, 2 Mooncaps, 1 Binding Salt | Well Fed for thirty minutes: Wild gathering yields 1 more common ingredient. One meal at a time, alongside a preparation boon. Eat it out of combat. | Known at the campfire |
| Meadow Chowder | Cooking | 1 | 1 Freshwater Fish, 1 Sunleaf, 1 Mooncap, 1 Bitterroot, 1 Binding Salt | Well Fed for thirty minutes: +1 Perception. One meal at a time, alongside a preparation boon. Eat it out of combat. | Experiment |
