Category Archives: Guide
Just beat Fell Seal: Arbiter’s Mark after almost 60 hours.
Quality of the gameplay remained high throughout the campaign. I could probably have shaved ~20 hours or so off the time to complete, but I enjoyed getting most of my team to a point where they had OP combos and synergies. The plot itself is nowhere near Final Fantasy Tactics, but the dialog is surprisingly humorous and there are some slight twists. The main thing that could be improved was the lack of different battle music, but luckily what exists is not annoying.
There is some “post-game” areas and New Game+ options – and some DLC just dropped – but I do not anticipate coming back. I got my fill of the systems and progression; anything else would be going through the motions, like grinding out the rest of a Civilization match.
I would not consider the following to be “spoilers,” but if you want to know nothing else about the game systems, you should probably skip this part. This is merely the text I wish I was able to see as I started playing the game.
Units gain AP after battle in two ways. Everyone who participates in the battle get a large chunk (110ish for random encounters, twice that for Story) of AP for their primary class. There is a second, smaller “Vicarious” AP gain (~40) that is doled out to each battle participant based on the primary classes of the other participants. So, for example, if you have a Knight, two Wizards, a Mender, a Mercenary, and a Scoundrel in a battle, then the Knight will get some AP towards its own Wizard, Mender, Mercenary, and Scoundrel classes, and so on with the other 5 people.
The above is useful to know because some of the best-in-slot Passive abilities comes from Classes that are only unlocked after some esoteric prerequisite classes. For example, if you want to unlock the Assassin, the chain goes:
- Gunner 4
- Mercenary 4
- Knight 4
- Ranger 4
- Scoundrel 4
- Gunner 4
That doesn’t actually seem that bad for a martial class, aside from the ranged portions. But something like the Warmage or Fellblade will require some Mender and Wizard levels, which can be awkward for some of the story characters. Luckily enough, all you really need is for there to be A Wizard or Mender in the party for 10-15 battles, and you’ll have enough AP to level the class to the minimum to unlock the higher classes. Characters get that Vicarious AP even if they have not yet unlocked the the class in question; it will be waiting for them once they do.
It’s not immediately obvious, but Kyrie is the main character of the game – she will be required for the vast majority of story missions. The other story characters can be unavailable for 1-4 missions.
Debuffs are very important throughout the whole game (including the final boss). Some boss-esque characters have 999+ HP that is much easier to chew through when you give them Bleed/Poison (% HP loss), for example. There are very deadly characters that are NOT immune to Sleep or Berserk, which means you can essentially delete their turns while you mop up the flunkies.
At the beginning of each battle, before deploying units, you can actually go into the unit screen and re-equip or change up abilities or whatever else based on what it looks like you’re facing. Is there water on the map and enemies who can move your units around? Equip some Flippers on your guys that can’t swim. Poison water around? Equip the rings that give immunity to Poison. And so on.
The most useful classes I found were Knight, Fellblade, and Assassin, surprisingly in that order.
The Knight’s Defensive Hit is probably the most damaging attack you will have for the early game, especially if you stack armor. Knight also has Taunt, which inflicts Berserk 100% of the time from two squares away, which can turn an enemy mage into an ineffectual melee attacker or make an enemy bruiser kill his own team. Life Font (gain HP when moving) is something I slotted into all of my characters, which pretty much removes the need for a dedicated healer.
Fellblade was pretty much my “default” class for all my characters due to versatility and debuffs. Sleep Slice to delete enemy turns, Poison Slice for high HP targets, Evade Magic as a counter-ability to ignore magic-users entirely, and Black Blade as a backup attack that deals magical damage and inflicts Blind. Plus, the Malice passive makes sure your debuffs have a good chance to stick.
Assassin is pretty much a splash class. What you’re really going for is Dual Wield, which enables some crazy damage. The ranged Blind and Sleep abilities are nice, but usually only have a coin-flip chance to succeed. Sabotage can be incredibly powerful in certain situations though. Specifically, if there is water in range and an enemy unit who cannot swim – Assassin hops in water, use Sabotage to switch places with enemy, instant death for them.
The sort of ultimate damage combo is a character with Dual Wield passive and Warmage class. Use Infused Edge, and your character will get two attacks plus an elemental bonus attack (or other spell). Personally, I was fine with Dual Wield + Attack Expert (Scoundrel’s passive +Attack based on level) and two weapons that had debuffs on hit. Indeed, I strolled into the final battle with story characters having primacy classes of Scoundrel and Knight.
Don’t forget the lowly Rock. It has a 100% chance to hit and always deals the full damage (50 when maxed out). This is useful for monsters that have crazy defense values like those jellyfish spellcasters, or even enemies with 30% evasion.
The crafting system is… annoying. Always go to Component View to see what your other crafting options are before using a resource you don’t think you can easily farm back. SAVE YOUR QUALITY THREAD. It’s a mid-tier Component used in an endgame armor (light helmet) and is supremely difficult to get any more once you’re in said endgame.
Frackin’s Universe (FU) is a Steam Workshop mod that revitalizes (and complicates) the entire Starbound experience. It is not recommended for a first playthrough – go beat the base, vanilla game first. Then, just when you think you’ve had enough, come back, load the mod, and play what feels like Starbound 2.0.
Beyond FU itself, I highly recommend the following (compatible!) mods:
In particular, Improved Containers will change your Starbound life. They added a button to automatically stack anything you’re carrying into an existing stack in a container. Great for off-loading one of the dozens of new ore types introduced in FU after coming back aboard your ship.
Play or skip the tutorial. When it asks whether you want the default ship or the Build Your Own Ship (BYOS) option, choose BYOS. This allows you to skip a huge block of vanilla Starbound progression and immediately construct a ship of your dreams.
Incidentally, you can construct your dream ship out of any materials lying around. Including dirt. Despite floating in deep space, you are free to destroy the walls and background tiles of your ship at any time; there are no decompression mechanics in Starbound. Just note that “loose” items/blocks fall to the bottom of the screen, and walking onto a spot without background tiles puts you in an airless, zero-g environment. This will likely be fatal to you at the start of the game, so construct your ship from the other side of a wall first.
Get off the starter planet ASAP. Complete the required quests first, but try to get to a different Lush or whatever planet when you can. Tungsten Ore is an especially vital part of early-game progression, and the starter planet probably doesn’t have any.
Get a Mining Laser ASAP. It is better than Mining Picks, Mining Drills, and the best, most upgraded Matter Manipulator any day. You will still want to upgrade the latter over time though, as the Mining Laser burns through both normal and background blocks, which can be problematic in certain edge cases. Like when the background is full of lava, for example.
Roughly 99% of your deaths will be related to fall damage. That is not so much a recommendation as it is a fact. Mitigating fall damage is super important, but you won’t have very many options at the start, especially considering how dark FU is generally. Until you can get armor/Augments to assist with the issue, your best bet is to focus on unlocking Physics Field tech in the Tech Console. That way you can press F if you notice yourself falling to prevent all damage.
Cheese the lighting system by printing lighted signs. One of the FU changes is that you no longer emit a minimum aura of light. Combined with the fact that EPP upgrades are not cumulative, you will often be in a situation where you need to craft thousands of torches to see anything. Alternatively, once the Pixel Sign maker is up at the Outpost – unlocked after the first artifact – you can create a white, lighted sign that practically shines with the force of a thousand suns.
It also costs nothing but the effort of spam-clicking the print button. Torches are still useful in that they don’t require background tiles to work, but signs are otherwise better when you can use them.
Check every vendor you see. Most of the time, a vendor’s inventory is randomly set when you meet them. This can sometimes result in fortuitous situations like a vendor selling unlimited amounts of, say, Graphene for 28px a pop.
Build your first base on an Ocean planet. If you are anything like me, you’re concerned about where your “real” base should be located. So you go planet to planet, looking for the perfect spot, and meanwhile junk and crafting benches continue to accumulate wherever you placed them (probably on your ship). Eventually, by the time you find the ideal location, you’re overwhelmed by all the items you have to move, so you stick with your first “choice.”
I recommend an Ocean planet base for two reasons. First, it’s a planet. Ship bases are perfectly viable options, but you essentially forgo easy power generation from Solar/Wind stations, and easy materials from Atmospheric Condensers. Second, Ocean planets have infinite water tiles. There are craftable Wells and other water sources wherever you are, but nothing beats the convenience of holding down left-click and soaking up as much water as you need. Or automating it all later.
Keep a Sifter up and running 24/7. A full stack of 1000 Sand will keep a Sifter occupied for quite some time, but the end result will be a dozen or more different materials, some of which can be loaded back in an Alternator to power the Sifter to continue generating free goodies. The Centrifuge is similarly useful, but certainly less perpetual… unless you have Solar panels on an Ocean planet.
Did you build a base on an Ocean planet? Lobsters are EZ-Mode. Craft some Lobster Traps and watch as they magically fill up with free food. Lobsters stack to 99, do not require cooking to eat (but you can if you want), and actually sell for a decent amount (1980px per 99 stack). While there is an indication of freshness, lobsters do not appear to spoil; this may be a bug that is fixed later.
Rice is the easiest vegetable crop to manage. Uncooked rice stacks in your inventory, never goes bad, and you only need a Campfire to cook it. Wheat is similar, but Rice does not need to be replanted (assuming you aren’t using Growing Trays). You forgo any fancy buffs, but it is incredibly straight-forward. If you haven’t found rice on a planet yet, “purchase” it from a Greenhouse.
Grow Trays/Hydroponics are niche tools. On paper, they sound amazing: drop in three seeds, a stack of water, maybe some Fertilizer, and off you go. The problem is that there isn’t a good visual indication of when the product can be harvested. Or when it runs out of water. Or when all of the output slots are full of spoiled food.
Where Grow Trays excel is when they are used either with a stackable product, such Silk, or with a food item that normally despawns when harvesting, such as Wheat. In most other situations, I prefer planting crops in dirt.
Aeroponic or Hydroponic Tubing is strictly better than dirt, once you unlock them. They are kinda expensive considering dirt and the broken sprinkler are so early in the tech tree, but there are benefits to be able to pack more plants into a smaller area (sprinklers need height to water everything). Just keep in mind that you do have to “till” the tubing before planting.
If you want the most-filling food, then you’ll want Ultimate Juice. Incidentally, it also provides +20% Jump/Energy/Health/Run Speed and a Rage effect. This requires six different crops to craft though: Boneboo, Feathercrown, Oculemon, Neonmelon, and Toxictop. Finding these crops before reaching the endgame will be a challenge.
Critical FU Functionality
Frackin’ Universe adds a lot of very complicated systems. Here are the most important/useful ones.
Power – Both Power Generators and Batteries (when charged) output X number of Watts. Plugging a 4W battery into an Arc Smelter (req. 40W) isn’t going to work. That said, wattage is cumulative on a wire. Connect ten 4W batteries to that Arc Smelter – or preferably, to a Wire Relay – and you will be in business. Just note that if you are using 40W, that is 40W less on the wire. If you have multiple stations running simultaneously, you will need a power surplus to keep all the lights on.
Terminals – A Terminal is a clickable interface that grants you access to an “Item Network.” Linking all your storage units together into an Item Network means you can use Terminals to search for and retrieve your items from a single location, e.g. the Terminal itself, instead of having to manually look for it across all your storage units.
What you’ll need:
- Storage unit(s) full of stuff
- Craft and place Storage Bridge near storage unit(s)
- (optional) Craft and place Repeater to hook into multiple Storage Bridges
- Craft and place Terminal near crafting stations
- Connect the blues to the reds, e.g. Storage Bridge to Repeater/Terminal
Item Movement – If you want to take something from one container and physically put it into another container, you want an Item Transference Device (ITD). If you click on the ITD, you will get a bunch of pseudo-programming options that I have zero interest in learning or explaining. Instead, all you really need to know is that it basically works out of the box. Connect the red circle of your container to the blue circle of the ITD, then connect the red circle of the ITD to the blue circle of the other container. Bam. All items that appear in the first slot of the first container will get moved.
For me, the most practical use of an ITD was moving items from a Lobster Trap or Growing Tray to a box automatically. If the box is actually refrigerated storage, then all the better. Red, blue, red, blue, done. If you want something more fancy, you are on your own.
One of your quick-slot items should be Dirt. If you find yourself in trouble, close off the tunnel you’re in with dirt; it will block melee and the majority of ranged attacks while you heal yourself or escape. While it’s a kinda cheesy move in vanilla Starbound, the enemies in Frackin’ Universe are exceedingly more deadly. Some enemies can pass through walls though, and explosive damage can penetrate tiles, so take care.
Always deploy with your Mech on new worlds. Depending on how much (if any) time you spend with the Mech-building side of things, your Mech will not make you invulnerable to planet effects or damage for long. That said, it will absolutely extend your life by a few precious seconds in case you get beamed down in the middle of a USCM camp full of snipers that can one-shot you. Just note that if your Mech explodes, you die with it. So either beam back up to your ship or bail.
Craft a few dozen flags and plant them everywhere. Flags are cheap to craft and act as bookmarks that allow you to get back to where you want to be quickly. Think you might die or encounter a tough fight? Plant a flag. If you come across a planet with a lot of good resources, plant a flag and name it “Penumbrite (Acid, Hot)” or whatever. This will save you oodles of time if you find yourself in a situation of needing more of X resource but being in a Y system instead.
Get an X (Radiation, etc) Ball Wand/Staff. Regardless of your fighting style, having a Wand/Staff with Radiation Ball (or whatever) will change your life. Specifically, it will allow you to attack enemies around corners/from range with guided death. Even better, you can dig a 1-block hole in a wall or floor and then squeeze your orb of death through it to murder your foes with impunity.
Cheap? Sure. Effective? Hell yeah.
Armor Combinations – There are over 100 sets of armor added with Frackin’ Universe, so determining what you want to wear can be a challenge. For the most part though, it’s best to craft a bunch of mannequins and just have specialized sets ready for each planet you beam down on. That said, here were my go-to options:
Nautilus Armor / Kraken Armor / Leviathan Armor
This armor series eventually grants you Acid, Poison/Bio, Gas, Pressure, and Oxygen immunities once you reach the end. If you combine this with the Thermal Shell EPP, you will be immune to the most common damage types. A Field Generator EPP will make you further immune to Radiation, at the expense of making lava a concern again. This will cover just about everything aside from Shadow and Insanity, which can handled with EPP Augments.
With this set, you get Oxygen, Gas, Pressure, and Radiation protection, plus technical immunity to fall damage (you float downwards). This seems like considerably less protections than the same-tier Leviathan Armor set, and it is, but the Valkyrie gear boasts a 500% weapon damage modifier instead of 276%. Definitely a glass-cannon set, with half the armor of Leviathan and a third of War Angel.
This is a “War Angel-lite” tier-6 set that provides Radiation, Heat, Cold, Breath, and Pressure immunities. Additionally, there is an extra 40% Radiation resist and a +15% bonus to Plasma weapon damage.
Basically an endgame armor, this nevertheless makes you immune to Pressure, Cold, Heat, Radiation, knockback, and all fall damage. On top of that, it provides 35% Physical Resist, so you’ll be taking less damage from mobs. Oh, and 93 Armor and tons of extra HP. Definitely a tanky set. Chain Swords deal 250% extra damage in your hands with this set as well.
EPP and Augments – Much like with Armor, there are dozens of different types of EPPs and Augments to slot into them. The ultimate goal is find a combination that works for your play-style and providing the necessary protection to survive whatever planet you’re on. That said, some of the choices are better than others.
[EPP] Thermal Shell
Providing protection against heat, cold, lava, and burning on top of 20% Fire and Ice Resistance, the Thermal Shell is one of the most useful EPPs in the game. Many armors can give you heat immunity, but none of them will save you from taking damage in lava, which is weird. Even the Field Generator, which appears to be a strict upgrade to the Thermal Shell given how it includes Radiation protection, makes you vulnerable to a lava bath once again.
[EPP] Repulsor Field Pack
While outclassed in the midgame, the Repulsor Field Pack is a fantastic early-game EPP since it provides 20% Physical and Fire Resistance. The “penalty” to Cosmic Resistances isn’t particularly relevant until much later in the game.
[EPP] Plasma Light Pack
The final word in backpack light generation, the Plasma Light Pack doesn’t appear until the endgame and may end up being a fool’s errand to chase after. While it provides Breath and Pressure Immunities, most armors offer the same by then.
[Augment] Immunity I & Immunity Field
Pretty much the final word with Augments, Immunity I provides protection against Heat, Cold, Gas, Radiation, and Proto-Poison at a base level. Immunity Field is a recent, stronger addition that grants a 2nd level protection to those same qualities while adding on Radiation Burning, Poisoning, and Liquid Nitrogen immunities. Still does nothing versus Shadow/Insanity/etc damage, so be wary of what planets you are beaming to. Although having a specialized armor set against those qualities with a Thermal Shell with an Immunity Field Augment to handle the rest will do you well.
When I came back into WoW during Legion, I had two long-term goals:
- Getting (mythic) Living Wood Spaulders
- Getting Tunic of Unwavering Devotion, or Skimpy Demonleather Tunic
Having finally gotten both items after some trial and error (and weeks of RNG), here is a mini-guide in case you want to follow in my footsteps:
Living Wood Spaulders
Why: the mythic version of these druid-exclusive shoulders have insect-like wings that are animated. While they will only be visible on Boomkin (with the Astral glyph) or Resto druids, the effect is rather striking.
How: Living Wood Spaulders drop from mythic Operator Thogar in the Blackrock Foundry raid from Warlords of Draenor. You will have the best chance of getting this item if you are at least level 111, as that triggers “Legacy Loot” and you’ll get ~5 pieces instead of just one.
That said, the first step is getting to the raid site. Garrison Hearth and then take a Flight Path to Gorgand. Fly or mount up to the raid entrance, which looks like this:
Be sure that the raid difficulty is set to Mythic. Once inside, avoid the trash and head to the right.
Before you can access Operator Thogar, you will have to kill Beastlord Darmac. This fight is relatively easy as a level 111 Boomkin, with one enormous caveat: you must avoid Pin Down. Periodically during the fight, there will be a faint horn sound and a small, swirling cloud graphic will appear. Within 2-3 seconds, a spear will hit the ground at that spot and, if hit, will render you unable to move or take action, permanently. If you manage to cast a persistent AoE (e.g. Starfall) right before getting pinned, there’s a small chance the damage will be enough to kill the spear and free you. Otherwise, you will have to wait several minutes while you slowly and helplessly get killed.
The second complicating factor in this fight is when Beastlord Darmac mounts Dreadwing, which is the dragon-looking beast in the back. Dreadwing has the Conflagration ability, which will essentially disorient you for ~10 seconds at a time. You can (and will) get CC’d by this ability and then be unable to move away from the Pin Down ability, which will (eventually) kill you. It’s exactly as frustrating as it sounds. Sometimes you might get lucky and the timing will be off (e.g. the Pin Down happens first), but you cannot rely on that all the time. Thus, I recommend starting the fight with Beastlord Darmac towards the rear of the room, closest to Dreadwing, so that he mounts Dreadwing first, and you won’t waste time beating the other beasts before seeing if you’ll survive the encounter.
Operator Thogar is a relatively more simple encounter at these levels. DoT him up, run out of the flames/electricity, AoE adds, and avoid being hit by the trains. You’ll be able to tell which tracks are safe by watching the train doors at either end of the room. Things were a bit more dicey in Legion, but if you get to level 111 and equip at least the crafted 225 ilevel gear in your slots, you should not have too many problems.
As mentioned, I completed the above as a level 111 Boomkin with ~225 ilevel gear. I recommend picking up Restoration Affinity over the other options, as I found Swiftmend (instant heal on 30-second cooldown) to be extremely useful if I accidentally took a lot of damage, like getting hit by a train. I cannot speak for whether Guardian or Feral would have been easier specs to farm this item.
Tunic of Unwavering Devotion
Why: this item is an incredibly risque leather chestpiece. Like, whoa.
How: There are technically three sources for this particular armor model. The first is the Demon Hunter PvP set for Legion. If you have X Marks of Honor, you can buy the entire armor set and be done with it. Note: you will only be able to transmog the set on your Demon Hunter.
The second source is the Legion world boss Ana-Mouz. This boss cannot be solo-farmed by any leather-wearing class that I know of, specifically because she will periodically cast a spell which will Mind-Control you after ~5 seconds. Now that I think about it, you might be able to pull it off if you switch to a healing spec and dispel yourself. Regardless, world bosses are on like a 12-week rotation, so it’s incredibly unreliable to farm her anyway.
The third, confirmed soloable method is killing Trilliax, the 3rd raid boss in Nighthold. My druid is still low-level, so I actually went in as a fresh, level 120 Demon Hunter with an average ilevel of 290. Make sure the raid is set to Normal, and you purchased some of those extra-roll coins!
Where is the entrance to Nighthold? Here are some pictures:
Zone in, clear/avoid trash until you get to the first boss, Skorpyron. This encounter took a while, but was completed with relative ease as DPS Demon Hunter. Make sure to save a few of your AoE spells for when the adds are activated. Also note that there will be a short burst window when the boss takes a lot of extra damage. Save your DPS cooldowns for then.
The second boss is Chronomatic Anomaly. This boss has an instant-kill debuff you would normally have to worry about, but there’s a trick to avoiding it. DPS the boss as normal, avoiding damage as best you can, until the add spawns. Run over and kill the adds, including the smaller ones that appear, but do not click the orb. The boss will essentially channel an AoE with stacking damage until the orb is used, but he otherwise doesn’t stack the debuff. So, basically, kill him during the channel. The level difference will allow you to survive 20+ stacks of the increasing damage, and you should be able to kill him before you’re whittled down. You might able to use the orb to buy yourself some more time, but I didn’t have a problem at ilevel 290.
Finally, there is Trilliax. Change to tank-spec for this fight. Trilliax will cast Arcane Slash periodically, which will give you a stacking debuff to damage taken, and I was not able to kite him long enough for the debuff to fall off. In tank-spec, your only real worry is the Enrage timer. To this end, make sure you maximize DPS as much as you can. For example, I took Abyssal Strike + Flame Crash, which gave me two additional uses of Sigil of Flame. Every DPS gain you can eek out is necessary! There’s nothing more frustrating than dying to Enrage timers when the boss is at 5%.
As mentioned, I completed the above as a new, level 120 Demon Hunter with an average ilevel of 290. I cannot speak to how a Druid, Rogue, or Monk might fair in these same fights.
End of post.
Not really, but close. While you can sometimes make tens or hundreds of thousands of gold by flipping AH items or getting a BoE epic drop, spotting an Anchor Weed node and looting the equivalent of 1200g on the spot is one of the few means for the everyday player to experience something similar. So, ideally, whatever herbs you are picking, you will want to maximize those Anchor Weed nodes. Usually.
My personal go-to farming route is the Tiragarde Sound/Norwington Estate river area:
There’s a short flightpath that drops you off in Hatherford, and just follow the river in a counter-clockwise manner. If you don’t see any Riverbud within about 100 yards, that means someone is already farming the route ahead of you, and you should either wait in place for respawns, or go somewhere else.
I farmed for about 7.5 minutes and received:
- Siren’s Pollen x24 (1314g)
- Riverbud x62 (1319g)
- Star Moss x12 (155g)
- Sea Stalk x31 (413g)
- Total = ~3200g per 7.5 min, or 25,608g/hour
Prices current as of this past Saturday on Sargeras-US. Your own prices may vary. Also, I had 3-stars for every herb but Anchor Weed at the time, so your own yields may vary too.
Another option is the extremely well-known Drustvar Winter’s Kiss loop:
I have never had any particular amount of success on this route, precisely because everyone is doing it. While the sheer number of densely-packed Winter’s Kiss makes this area great for “forcing” Anchor Weed spawns (since Anchor Weed has a chance to spawn after a node is tapped), the problem is that Winter’s Kiss itself is practically useless as an herb. On Sargeras-US (as of this past weekend), Riverbud is 22.83g whereas Winter’s Kiss is 15.58g. That might not seem like much, but it’s a difference of 1450g per stack of herbs farmed. Or put another way, you can expect to receive ~35g more per node of Riverbud than Winter’s Kiss.
The unsung hero herb of this expansion is obvious in retrospect, but bears repeating now: Siren’s Pollen. Current pricing on Sargeras put this at 67g per herb, which is almost as much per node as a single Anchor Weed. It was “obvious” that this herb would hold the most value because A) it’s used for Agility/Intellect potions, health pots, and Strength Flasks, B) it cannot spawn Anchor Weed nodes, and C) it’s annoying to gather (growing on trees). Star Moss is also annoying to gather and doesn’t spawn Anchor Weed nodes, but is only really used for Strength potions (and Stamina potions/flasks).
There is not one particularly good route for Siren’s Pollen in any case. The Riverbud route will give you a few nodes, or you can follow the east side of Drustvar like so:
After farming for 7.5 minutes, I received:
- Siren’s Pollen x34 (1862g)
- Winter’s Kiss x19 (225g)
- Star Moss x7 (91g)
- Riverbud x11 (234g)
- Anchor Weed x7 (3315g)
- Total = ~5727g per 7.5 min, or 45,816g/hour
The yield seems amazing compared to the Riverbud route, but any route will be amazing after hitting two Anchor Weed nodes. If we assume those two nodes would have been Riverbud instead, the actual yield would have been 21,000g/hour. Given the price of Siren’s Pollen, it’s possible that this particular route was already being farmed – there certainly weren’t many nodes until I hit the south – but that’s a risk you take.
Kinnings Lodge route is another option:
- Siren’s Pollen x45 (2464g)
- Riverbud x3 (64g)
- Winter’s Kiss x14 (166g)
- Star Moss x35 (453g)
- Sea Stalk x49 (653g)
- Total = 3800g per 9.5 min, or 24,000g/hour
Note that the above took longer than 7.5 minutes to complete the loop. I was also less familiar with it, but you can get the general idea.
Specifically, farming Blood-Stained Bones. Leather prices are up and down, but Blood-Stained Bones are pretty consistently 35-48g apiece. Many of the hyper-farms have been nerfed already – apparently there were a few 3k HP mobs that could be skinned for full rewards somewhere – but the Quillrat farm in Drustvar continues to spawn endless amounts of walking leather:
I turned my Boomkin into a Skinner specifically for this farm. Gather up ~10 mobs, lead them ~10 yards away (important!), DoT them all, then use Treants to survive and nuke the rest down. Any Calcified Bones you get are a total waste, and Alliance can’t really get 3-Stars with bone gathering before level 120 (requires a Horde dungeon), but you can still get a couple dozen Blood-Stained Bones relatively quickly.
Herbalism is higher gold/hour generally, but killing mobs does give you a slight chance to hit a BoE epic or some other drop that can sometimes make up for it. Plus, occasionally Coarse Leather prices creep back up.
Seriously though, it’s a waste. On Sargeras-US, ore is around 28-32g apiece no matter what kind. In fact, you often lose money anytime a Platinum Ore node appears, because Blizzard is a small indie company who can’t spare the resources to make reasonable Professions. Prices are better on smaller servers, but so too are herb prices. Plus, you know, you can herb with Sky Golem and hit nodes within 0.5 seconds.
As mentioned before, sometimes you can hit it big if the Warfront Contribution requires something like Monelite Ore, which saw prices increase to 80g per ore. That is definitely more than most other herbs. The problem is that those prices last for maybe a week, and then collapse back down. It’s a better use of time, IMO, to farm slightly lower-priced herbs with a chance at Anchor Weed, and then just buy the ore you need when you need it.
Fishing has rapidly fallen on hard times compared to the beginning of the expansion. Midnight Salmon is still worth 206g apiece, but that is down significantly from where it was at. On Sargeras, there are two fish worth around 40g apiece: Slimy Mackerel and Redtail Loach.
Slimy Mackerel can only be caught off the coast of the Horde island. There are pools for it, but you are likely better off just free-casting into the ocean, where you have a 50/50 shot of Slimy Mackerel and Sand Shifter. Slimy Mackerel will likely maintain its price for a while, as it can be cooked into +Haste food.
Redtail Loach is the inland fish also caught on the Horde island. I’m not particularly convinced it will maintain its price, given the fact that it’s only actually used for creating the raid feast.
Beyond that, the remaining fish sell for 20g or less, and thus not worth it, IMO. In fact, Fishing in general is a pretty poor choice of gold-making activity unless you enjoy it specifically. It might seem exciting getting 40g per fish, or even nabbing a Midnight Salmon, but keep in mind you can get 5-7 herbs per node that sell for just as much.
Holy shit, guys. If you were not online during the first four hours of the Alliance Warfront Contributions on a high-pop server… then I’m sorry. You can still make some coin, but probably not “selling a 2g item for 250g” level of coin.
Overall, I collected 120,000g in AH sales on Sunday, without expressly stockpiling anything.
Warfront Contributions are a week-long event in which max-level characters of a specific faction can turn in items for +500 Azerite Power and +75 reputation. There are two default turn-ins of 100g and 100 War Resources. The other nine turn-ins are “random” items from various professions.
This week for Alliance NA, we have:
- Coastal Mana Potion – 20x
- Meaty Haunch – 60x
- Monelite Ore – 60x
- Coarse Leather – 60x
- Battle Flag: Phalanx Defense – 1x
- Straddling Viridium – 15x
- Incendiary Ammunition – 2x
- Enchant Ring – Seal of Versatility – 3x
- War-Scroll of Intellect – 3x
- Donations: Gold – 100
- Donations: War Resources – 100x
If you’ll recall, Horde had a similar Contributions list two weeks ago:
- Steelskin Potion – 2
- Monel-Hardened Stirrups – 2
- Enchant Ring – Seal of Versatility – 3
- Crow’s Nest Scope – 6
- Great Sea Catfish – 60
- Straddling Viridium – 15
- Coarse Leather Barding – 2
- War-Scroll of Fortitude – 3
- Tidespray Linen – 60
So, the first thing to note is that the same item can appear week-to-week. This will severely complicate the notion of buying up stockpiles of items for the next turn-in. On the other hand, when certain items fall to levels that may as well be vendor priced, well… sometimes that 1000:1 odds may work in your favor. For example, people were selling the Crafting glove enchants for like 1g apiece. I bought 300 of them. Maybe they will become the turn-in in October, and I can make a killing. Maybe it won’t.
This leads to only note that matters:
Raw Materials Are King
I have consistently been purchasing any ore priced under 20g. The idea was to collect some spare mats to level up Blacksmithing and/or Engineering on an alt in the future, but it allowed me to capitalize on the fact that Monelite Ore went from 20g to 80g apiece. For those keeping track at home, this meant I made a profit of 12,000g per stack. I did not sell them in stacks though, of course, I sold them in auctions of 60 to match the Warfront quests.
Incidentally, I did not have a stockpile of Straddling Viridium ready to go when the Warfront Contributions went live; my bet was on Insightful Rubellite. But I do have a JC character, so let’s look at the prices of Storm Silver Ore and Platinum Ore…
It was barely above 25g, and that’s because I bought out everything below that amount. So, I prospected all that Storm Silver Ore, then cut all the Viridium and sold them in groups of 15, with each individual gem selling for 250g+. The precise numbers might have been needed to be crunched to see how I fared fishing for Viridium – it costs at least 125g every time I pressed that Prospect button – if not for the fact that every other outcome was pure bonus. Well, most of them. Owlseye is 580g and Kracken’s Eye is nearly 2000g. But then, someone decided to pay an absurd amount for even raw Rubellite and Kyanite for some reason, so my averages kept going up.
Do they know something I don’t? Who cares! I have always been a huge advocate for mild success over complete dominance, assuming the former takes a fraction of the effort as the latter. Besides, in a worst-case scenario, I simply prospect some more ore and compete with them on their secret strategy or whatever.
Some other easy wins on the Contribution list were Coarse Leather and Meaty Haunch. If you have a Skinner, they can drop from the same mobs, and hey, Blood-Stained Bone still sells for 35-50g apiece too. That’s practically a triple-threat all by itself. More farming tips will be in Friday’s post.
Strategy Going Forward
As with real life, the key to making bank via Contributions is owning the means of production. In this case, raw materials. Instead of stockpiling Coarse Leather Barding in anticipation of those items making a return, just bank a bunch of Coarse Leather instead. Profession alts are easy to make this time around, and one Leatherworker will let you take those materials and turn them into whatever you need crafted. Or in this week’s case, just sell the material straight-up.
While I recommend primarily raw materials, do keep an eye out to those selling below mat-cost just to recoup leveling costs. I’m note sure if any of those glove enchants will come up as an item turn-in, for example, but they sure as hell cost WAY less than the 5 Gloom Dust that it takes to craft them.
If you want to actively make gold in Battle for Azeroth, go farm some herbs.
If instead you want to kinda kick back and get a couple hundred gold a day for doing not much at all (assuming you played in these expansions), then stick around.
Garrison (Warlords of Draenor)
Oh how the mighty have fallen. Mostly.
Back in the day, your Garrison was printing gold every day with missions worth thousands of hard currency. All of that has been stripped out, to the point where even opening those salvage bags rewards gear that vendors for 5 copper. But here’s the thing: there’s still gold in them there hills. You just have to dig a little deeper.
Mission Table: Medallion of the Legion
If you have a level 3 garrison with full followers, there’s still the possibility of lucking into one of those missions that rewards a Medallion of the Legion. This is a reputation consumable still in high demand because it allows you to get that much closer to unlocking WoD flying. On Sargeras-US, the current price is 8222g but I sold one a month ago for 15,000g. It’s not consistent money, but it’s something worth checking out on occasion.
You will naturally accumulate up to 500 Garrison Resources (GR) every ~ 3 days per character. Additionally, if you have high-level followers and Garrison overall, there is the possibility of landing missions that reward up to 1650 GR by themselves.
Why does this matter? If you build even a level 1 Trading Post, you can turn GR into a few trade goods that still sell for a pretty penny. Those include:
- True Iron Ore (15.26g)
- Sumptuous Fur (8.82g)
- Raw Beast Hide (11.94g)
- Sometimes fish meat
With the best trader (changes daily), you can get 1 good for every 16 GR traded. If that good is worth 8g on average, then each individual GR is worth 50s. This means that the 500 GR you receive every few days is worth 250g, and those big GR missions can net the equivalent of 825g. This is not as lucrative or consistent as a MoP farm, but considering you likely have Garrisons on all your toons already, it’s decent coin for doing nothing other than logging into characters twice a week.
Guess what? Hexweave Bags are still a thing. Somehow.
If you have a Tailoring alt, have them endure a loading screen or two and pump out a Hexweave Bag every 2-3 days. According to this Reddit thread, at peak efficiency the material cost is 116 Sumptuous Fur (1023g), 16 Gorgrond Flytrap (12g), and 10 Sorcerous Earth (98.5g). That’s 1134g in mats for something that still sells for ~1900g or more.
Incidentally, stop buying Hexweave Bags. Sell them, don’t buy them. Deep Sea Bags are also 30-slot bags, and at Rank 1 the material cost is 30 Deep Sea Satin (910g) and 15 Tidespray Linen (296g) and 9g in thread. Deep Sea Bag prices are crashing down currently, and sell for
1250g less than 1k gold (!!!) on Sargeras-US. That’s barely above Rank 1 material costs, but the bags are great for leveling up Tailoring, and the Rank 3 material cost is ~210g cheaper.
These prices are high because Tidespray Linen is almost 20g per cloth on Sargeras-US. That’s likely because a lot of the hyper-farms in BfA have been nerfed in the past few days, but I expect prices to lower over time naturally. This will drive down the costs for making Deep Sea Bags. Which appear to have zero bearing on the price of Hexweave Bags, but it’s something to keep in mind.
Primal Spirit Vendor
Have a bunch of Primal Spirits laying around? Convert them to gold, vendor-style!
Primal Spirits are BoP crafting materials that you used to earn in WoD content, much like Blood of Sargeras in Legion. Whether you have an unknown stockpile of them on one of your alts, or if you end up running Garrison Missions that have them as rewards, 25 Primal Spirits can be traded for a Savage Blood, which can be traded back to a Trading Post vendor for a bag which always contains ~50g and some change. So, in other words, each Primal Spirit is worth about 2g minimum.
You can technically trade Primal Spirits for other things, including BoP crafting materials like Hexweave Cloth and the like. However, the conversion rate is fairly abysmal for anything but the Savage Blood route. Technically, converting 500 Primal Spirits into one Hexweave Bag is an improvement – whatever Hexweave Bags are selling for vs 1000g – it it is not usually worth the hassle. And besides, who has 500 Primal Spirits hanging around? It’s much more likely to convert any of those “30+ Primal Spirit” Garrison Mission rewards.
No engineer? No problem! You can still craft Goblin Gliders with just the engineering hut active in your Garrison. The material costs are:
- 8 True Iron Ore (122g)
- 5 Sumptuous Fur (44g)
Since you receive 5 Goblin Gliders per craft, that comes out to be 33g per Glider. And you can currently sell them on the AH for… 30g. Oops.
Still, Goblin Gliders are worth checking out as a revenue stream once the prices of True Iron Ore and/or Sumptuous Fur come down. If we look at the median prices of these mats instead of their current prices, each Glider costs around 28g to make. That’s… still not even close to being worth it.
In any case, that’s that. Definitely not as good as the MoP farm, IMO, but it’s likely that you have a stable of alts with high-level Garrisons already, including a free hearthstone. As always, you could earn a lot more per hour by farming herbs or whatever in BfA zones. These “passive” income streams don’t require any thought however, and can easily fit into your warm-up or cool-down routines while playing.
If you want to actively make gold in Battle for Azeroth, go farm some herbs.
If instead you want to kinda kick back and get a couple hundred gold a day for doing not much at all (assuming you played in these expansions), then stick around. I might just blow your mind.
Sunsong Ranch (Mists of Pandaria)
Did you unlock all 16 slots in your MoP farm back in the day? Congrats on your free money.
Easiest/Quickest Sale: Spirit of Harmony (avg 480g/day)
Right now on Sargeras-US, one Spirit of Harmony is selling for around 300g apiece. If you plant Songbell Seeds in all the plots, you will generate 1.6 Spirits of Harmony per day, per character. A bag of Songbell Seeds has 10 “charges” and costs 30g, so your outlay is 75s per node (30g / 40) or about 7.5g per Spirit of Harmony.
Overall, you should be earning the equivalent of 480g without much thought or particular effort.
Medium-level Effort: trade in Spirit of Harmony (avg 707g-793g/day)
Keep in mind that Spirit of Harmony can also be exchanged for various other things, which can potentially be sold for more. The vendors will be in your faction hub in Vale of the Eternal Blossoms, and they sell things like this:
For example, it’s possible that 20 Ghost Iron Ore (or 10 Ghost Iron Bars) will be worth more than a Spirit of Harmony by itself. On Sargeras-US, the price of Ghost Iron Ore is 22.1g apiece, so turning the Spirit of Harmony you just farmed (or bought on the AH) into 20 Ghost Iron Ore will net you 442g with six Motes of Harmony left over. Or looked at another way, each Mote of Harmony is worth 2 Ghost Iron Ore, so you should average 707g (32 * 22.1g) a day, assuming these prices.
To kick it up another notch, check the prices of Ghost Iron Bars. Right now, they are at 49.57g apiece on Sargeras-US, so having a Miner who can smelt bars will turn that haul into an average of 793g (32 / 2 *49.57g) a day.
Maximum Profits: Snakeroot Seed (avg 1016g-1428g/day)
Can we go deeper down the rabbit hole? Yes, we can. Specifically, Snakeroot Seed-deep.
Instead of planting Songbell Seeds, you plant Snakeroot Seeds. Now each node you harvest will result in 1 Trillium Ore (black or white) and 0-2 Ghost Iron Ore. The results are highly random: sometimes you will get 8 Trillium of each color, sometimes you will get 16 of one color. The total amount of Ghost Iron will also be random, but I typically net between 7-17 Ghost Iron Ore.
So, again, Sargeras-US figures:
- Black Trillium Ore: 91.5g
- White Trillium Ore: 53.96g
- Trillium Bar: 359.8g
- Ghost Iron Ore: 22.1g
- Ghost Iron Bar: 49.57g
Assuming a worst-case scenario, with the least-profitable outcomes: 1,016g (16 * 53.96g + 7 * 22.1g). If you achieve balance in all things, you can see 1428g (8 * 53.96g + 8 * 91.5g + 12 * 22.1g)
You may note that Trillium Bar is currently selling for well below material price (it takes 2 Trillium Ore of each color to smelt one bar). That’s because Alchemists can transmute 10 Ghost Iron Bars into 1 Trillium Bar all day long, with zero cooldown. That method is also below material cost, but it’s augmented by the fact that Transmute specialists can get Trillium Bar procs.
I’m listing Snakeroot Seeds last despite them being the most profitable because it’s inherently more risky. Spirits of Harmony is something that can be turned into all sorts of other things, as needed. The demand for them is constant, and high. Golden Lotus is selling for 188g apiece, for example, so you can technically turn that 300g Spirit of Harmony into 376g of Golden Lotus pretty quick. Meanwhile, it’s hard to tell who is buying Trillium Ore at these prices.
Bonus Round: Sky Golem (avg 2613g/day)
If you’re curious as to why people still need any of these materials, it’s probably because of Sky Golems. One of the required mats is an Engineering daily (x30) “transmute” which requires 10 Ghost Iron Bars. The other required material is Living Steel x30, which is a daily Alchemy transmute of 6 Trillium Bars (or 3 Trillium Bars and 3 Spirit of Harmony, with no cooldown).
If you bought everything off the AH, that would mean:
- 300 Ghost Iron Bars (14,871g)
- 30 Living Steel (55,730.1g)
- or 180 Trillium Bar (64,764g)
Considering the current price of Sky Golems are hovering around 149k, that is a tasty profit margin. Unfortunately, there is no way to speed up the Engineering transmute cooldown, so the Sky Golem can only be crafted after 30 full days. However, if you want to be a do-it-yourselfer, then a Snakeroot Farm will actually give you all the materials you would need to craft the Sky Golem from scratch. Eventually. I wouldn’t recommend it though, unless you don’t have the starting capital laying around.
…which you can certainly start accumulating by working your farm. Or actively farming BfA mats.
I’m going to assume you have played through the State of Decay 2 tutorial and have a general idea of basic game mechanics. This Quick & Dirty guide is meant to take that baseline knowledge and advance you to the mid-game without needing to waste energy on trial and error.
- Blood Plague is only contracted when the Infection meter fills up all the way. If you cycle your characters regularly, Blood Plague shouldn’t really ever be a concern.
- Keep an eye on any AI-controlled partners though, as it’s tougher to notice when they take a lot of Infection damage.
- You can Dodge (“C” on PC) in any direction, and can pass through zombie models.
- Dodge backwards through zombie behind you, immediately grapple and execute.
- Dodging forward too early can result in still taking damage.
- If you park a vehicle in a base parking spot, you can transfer duffel bags in the trunk by pressing “T.”
- Save duffel bag turn-ins for characters that need the Standing gains.
- Scoped weapons can zoom in with “Z.”
- In single-player Offline mode, Exiting to Main Menu will despawn Freaks in the vicinity.
- Shooting a Bloater in the head will reduce the toxic gas emitted, but the body still acts as a landmine.
- Juggernauts can almost be meleed to death within the duration of one Smoke Grenade.
There are several different types of bases available, and the exact configurations of them are different between the different maps. Don’t stress too much about picking the perfect base the first time, as you receive a 100% refund of all resources when moving bases. The Facilities themselves will need to be rebuilt, but they are built faster for the first day, post-move.
That said, there are some things to keep in mind:
- A Workshop, Infirmary, and Garden/Hydroponics are pretty much required in every base.
- Each survivor eats 1 Food/day, and generally you’ll need 2 Medicine/day to heal.
- Bases often come with “built-in” Facilities that cannot otherwise be replaced. Make sure you can take advantage of them, else they are wasted slots.
- Dismantling a Facility results in a 100% refund of resources.
- There is no reason to keep certain Large-slot Facilities around once you craft their specific items.
- For example, get rid of Auto Shop after you craft Vehicle Upgrade kits.
- No reason to keep Forge around once you crafted several melee weapons.
- The Staging Area Facility can get extremely lucrative as you upgrade other Facilities – the one in my base “generates” +5 Materials per day by itself.
It is possible to optimize the configuration of your base and Outposts to essentially achieve perfect homeostasis eventually. Don’t spend too much of your time worried about that, however, as it will require looting specific mods and recruiting survivors with good skills. What you should focus on is getting to a point where you can last several days without critically running out of specific resources – having a -2/day deficit of a resource is nothing if you already have 20 of that resource.
Don’t worry too much about picking the “perfect one.” There are no special outposts – the list of possible benefits are standardized:
- +1 Food/Fuel/Building Materials/Medicine/Ammo
- +2 Beds
- Base-wide Water (costs 1 Fuel/Day)
- Base-wide Electricity (costs 1 Fuel/Day)
- Morale Bonus
- Morale Bonus + Espresso
- Artillery Strike
In other words, there are no Outposts that give +2 Ammo, or +4 Beds, ect.
Ideally, you will want to have Outposts evenly distributed around the map, rather than bunched up in one part of town. That way, there will be an Outpost nearby at all times, so you can offload non-Duffel Bag loot and/or swap out a tired/injured character.
If you can afford to, having one empty Outpost slot can take your looting game to the next level. As your inventory fills up, claim whatever building you are in as an Outpost and then offload your gear. Then, through the Base screen go ahead and abandon the Outpost. You get 100% of your Influence back when you abandon an Outpost, so you lose nothing by doing this, other than the opportunity cost of not getting +1 whatever.
The key thing to understand is that not all survivors are worth keeping around. You should absolutely recruit every single person you can, but only because it’s easier to check their Skills/Traits that way. There is no penalty, Morale or otherwise, for Exiling a member, so be sure to do so when necessary (and after stripping them of all gear). You can have a maximum of 10 survivors at your base – nine would be better, if only because you lose the ability to recruit anyone once you have 10.
There are generally three things you want to look for in a survivor.
First, do they have any negative Traits? If they have something like “Lacks Boundaries” (-5 Morale to everyone), then think rather long and hard as to whether they have any other redeeming value.
Second, do they have any Skills without 7 (blank) stars? If so, it means that that particular Skill cannot be upgraded to a specialized version. For example, I had (emphasis on had) a survivor with the Used Car Salesman Trait, which meant that their Mechanics skill was permanently limited to three stars. That still counts enough to build an level 3 Workshop, but not enough to specialize in Automechanics and unlock the Auto Shop. Since the specialized skills can actually grant really good bonuses, there really isn’t a reason to keep any of these limited survivors around.
The only exceptions, on a case-by-case basis, would be those with 1-star skills. Sometimes those provide unique bonuses that can make it worth it.
The final consideration for survivors is their 5th skill slot. If that area is blank, then great! A blank slot will allow you to teach the survivor any particular skill you have a book for, giving you the opportunity to plug any skill gaps in your base. If not blank, make sure it’s actually a skill you need.
As a bonus note, new survivors start out with the Recruit rank. After earning enough Influence, they become Citizens, which then tells you what bonuses they provide should they achieve the Hero rank. Some of these bonuses are so-so, like +3 Morale. Others are straight-up bonkers, like Tough Negotiator granting +30% Influence gain. Which, by the way, affects how much Influence you get by selling things – Bulk Plague Cure goes from 500 Influence to 650. So, if a particular survivor is borderline, it’s worth sending them out long enough to hit Citizen level, and check their Hero bonus.
If you’re looking for more people, there are basically two ways to get them. First is helping survivors out in the world, e.g. answering all those inane radio messages every 5 minutes.
The second method is recruiting directly from Enclaves. Talk with each member of an Enclave, and look at their stats by choosing “Learn more about Survivor.” Their specific Traits will be hidden, but their Skill list will not. If you find one you like, keep in mind that recruiting them will effectively disband the Enclave. There will always be more Enclaves popping up, but you’ll need to help them out again and the bonuses they provide aren’t always the same.
As your survivors level up, they will have the opportunity to specialize their Skills. At a minimum, you always get two choices. One key note about Skills is the fact that they have a “hidden” bonus effect once you max them out. Sometimes that is enough to make or break your decision.
There aren’t many Wikis out there at the moment, but here’s the best I could find.
Some specific notes:
Cardio–>Powerhouse is incredibly strong. While it grants the ability to Drop Kick right away, once you hit 7 stars you unlock the ability to Grapple from the front. This move not only interrupts zombie attack animations, it essentially allows you to chain kill entire mobs of zombies, given how you get a few invincibility frames performing the move.
Fighting –> Endurance grants you the Slam move right away, which will vastly increase your survivability. Basically, the Slam move interrupts zombie attack animations, and leaves them on the ground behind you for an easy execution.
Shooting –> Gunslinger is unique in that “Aim Snap” basically allows you to instantly and perfectly track the head of zombies (at the cost of Stamina). Note: it is currently broken as of patch 2.0.
Wits –> Stealth is better than it sounds, and certainly better than Scouting. Stealth allows you to sprint while crouched, and silently open stuck doors.
For the most part, gaining Influence is a slow, incremental process. You get some for completing quests, but most of your gains will be from killing zombies:
- Kill X zombies = +5
- Kill Screamer = +5
- Kill Bloater = +10
- Kill Feral = +20
- Kill Juggernaut = +50
I’m not 100% sure of those values, as I have a +30% bonus to Influence gain from a survivor, so I’m working backwards.
Beyond that, you can get Influence from selling things. The absolute best gain comes from crafting and selling Bulk Plague Cure, which defaults to +500 Influence (or +650 with bonuses) from spending 20 Plague Samples and 8 Meds. This means each Plague Sample laying around is worth about 25 Influence by itself, considering Meds can be produced by a Garden. So, yeah, pick them up.
Somewhat surprisingly, traders actually care about those random notes you can occasionally loot. If you bothered holding onto them, they will sell for 10-15 Influence apiece. Backpacks are also nice items to sell, especially as you cycle through survivors and slowly upgrade them to 8-slot ones.
Taking Out Plague Hearts
e.g. beating the game.
While scary at first, Plague Hearts are almost comically easy to destroy. You will essentially handle them the same way you (eventually) handle all zombie groups.
- Get a visual on the target, preferably from outside the building.
- Toss a roll of Firecrackers near the target.
- Toss 3-6 Fuel Canisters/Molatovs at target.
This isn’t the only way to take them out. You can get fancy by crafting some C4, sneaking in to plant it, then blowing it up. Regular grenades technically work, but not as well as fire. If you happen across a 50-caliber rifle, several shots (recently nerfed to 6) from that will kill it too. Entire clips of gunfire will work in a pinch as well, but there’s no such thing as a Plague Heart “pinch” – just leave and come back with molatovs, because the Plague Heart isn’t going anywhere.
One of my favorites though? Drone Strike. Get a survivor with Computers –> Programming. Spend 25 Parts and wait ~20 minutes for drones to come online. Spend 75 Influence to get the targeting smoke. Toss the smoke near the outside wall closest to the Plague Heart, then run away. Instant death, +150 Influence. The blast ignores walls and is fairly large, although not quiet large enough to hit a Plague Heart at the back of a house if the smoke is on the front porch. The smoke doesn’t register indoors, by the way, so don’t toss it too close to the eaves either.
Drone strikes are a great way to clear hostile Enclaves too, without needing to put yourself at risk.
Right from the start, let me say that No Man’s Sky is often intentionally vague in order to engender a sense of wonder and discovery. In that respect, the following Quick & Dirty guide might constitute spoilers because I will be explaining some of the game systems as they exist in version 1.38. If you feel like that might take away from your enjoyment of the game, by all means, stop reading.
For everyone else, let’s roll.
1. Land on planet
2. Collect resources
Seriously though, in the beginning, do not worry too much about anything in particular. A large part of this game comes down to Inventory Management, and you are never given enough space to collect all the things. If something seems like a super-rare thing, trust me, it’s not. You will find a planet with tons of it later on.
What you will want to keep an eye on though, at all stages of the game, are the following:
- Plutonium: It costs 50 to lift your Starship off the ground.
- Zinc: Basic way to recharge your environmental protections, once crafted.
- Thamium9: Primarily for recharging Life Support, but used in Farms later on.
You will always want to keep a stack of those elements handy at all times, at every stage of the game. Once you get a decent Unit (e.g. cash) stream, all of them can be acquired quickly and in bulk by visiting a Trading Post on a planet in any economically successful system. We’re talking buying 1500+ at a time for like 40k Units. Much faster than farming, especially with Thamium9.
Walking, and even Sprinting, seems really slow and never gets much better.
The better way to get around is to Melee+Jetpack. Basically, start walking in a particular direction and press the Melee button (Q on PC) and your Jetpack (Space on PC) at the same time. If done correctly, you will surge forward a few steps, and meanwhile that faster momentum will carry over onto your Jetpack. For best results, start Sprinting (Shift on PC) before the Melee hit and you’ll be able to traverse wide swaths of the world, as long as your Jetpack lasts.
How Do I Upgrade X?
Personal Inventory: Drop Pods can be found on every planet, and are specifically searchable by building a Signal Booster. Enter the Pod and purchase the additional slot. Each Drop Pod is only usable once.
Keep in mind that there are three different player inventories. The General Inventory can contain both items and tech upgrades. The Technology Inventory can contain only tech upgrades. The Mass Inventory can only contain items, but at Starship-level stack sizes, e.g. 500 elements, or 5 items per slot. While the General Inventory is cheaper to expand at first, if you place too many tech upgrades in there, you are simply limiting your ability to store goods later on. Luckily, you can scrap tech upgrades and rebuild them when you unlock additional Technology Inventory slots.
Starships: You do not upgrade Starships – you buy new ones or fix ones you find.
To buy a Starship, you need to go up to one that has landed somewhere, like at a Space Station or Trading Post, talk to the owner, and then choose Buy Starship. At that point, you can see how many inventory slots it has, what techs might already be installed, and so on. If it looks good, and you have the cash to cover the difference in price between your current ride and the new one, it’s yours. The sale is not final until you take off though, so you have some leeway in attempting to move over inventory that might not have fit, or that you forgot to move in the first place.
Note: you do not get a cash refund for buying a lower-priced ship, so don’t bother.
The alternative method is to find a crashed Starship on a planet and then claim it. This method can allow you to significantly leap-frog any sort of Starship progression, insofar as you can find and claim a 48-slot Starship way before you would ever have enough Units to purchase one outright. The catch is that crashed Starships have broken inventory slots that can only be repaired via increasingly higher numbers of Units; the first slot might cost 33k to fix, but ten slots later the cost will exceed 1.5 million. The result ends up about the same, e.g. it costs X amount to fix everything, but this nevertheless allows you to “upgrade” your ship as money allows rather than needing a bulk purchase.
Finding crashed ships in the first place can be tricky though, as the “traditional” method involves discovering Communication Towers, solving a logic puzzle, and hoping it leads to a crashed ship. Alternatively… just fly around a planet and spam the 1 key, which is basically “target nearest ship.” While you will sometimes tag NPC ships flying around, especially near Trading Posts, this method otherwise allows you to comb a rather huge portion of the planet’s surface while flying around. If something pops up on your radar, fly down and take a peek.
Multi-Tool: Similar to Starships, you only ever find new ones.
While you can get new Multi-Tools from Monolith or creature interactions, the more common method is simply finding them out in the world in display cases. Curiously, these display cases still require you to “purchase” the new Multi-Tool, even when it doesn’t make a whole lot of sense.
How Do I Unlock Y?
AtlasPass v1: Follow the story and it will unlock for you.
AtlasPass v2/v3: Same as above, but you’ll need some achievements.
Farms: It’s the last in a series of quest-chains related to base-building.
Exocraft: It’s one of the first in a series of quest-chains related to base-building.
Blueprints: there are basically three methods. First, randomly as interaction rewards, from talking to people or Monoliths or crashed ships. Second, as rewards for certain Missions. Lastly, bought from Tech traders by using Nanoclusters – each Star Base has a slightly different list that focuses on Starships, Multi-Tools, or Exosuits.
Technically, there is a fourth method, which is via questing. Unlocking specific farming crops requires completing quests from the Farming Specialist in your base, for example. There are also some specific blueprints tied to the Atlas questline and achievements therein, just like with the AtlasPass v1.
What’s the Best Way to Get Units?
Sell things. That’s… basically it.
In the very early game, pretty much your first cash-crop, so to speak, is going to be mining and selling Emeril. You can sell pretty much anything, but Emeril goes for 200-300 Units apiece, is easy to find on many planets (mineral around sinkholes), and isn’t used for pretty much anything else. You can do the same thing with Gold later on, but Gold is used in a few recipes and is usually found on more hostile planets.
Also in the early game, go ahead and sell any weird items you might pick up. Neutrino Controllers, Gek Charms, whatever. While they have functions later in the game – from recipes to increasing Faction reputation – you will find plenty in your travels, and it’s not worth the precious inventory space when you’re slumming around with less than 20 slots.
Later on, you have more options and a few more considerations. Keep in mind though, that whenever you sell something on the market, you will get a worse price the next time you leave the screen. So when selling, do so in bulk.
Missions: these are the Radiant-style random quests you can pick up from the Mission NPC on every Star Base. Each time you successfully complete a Mission, you get faction reputation and the stated reward. If the reward is a Blueprint you already own, you’ll get ~88k Units instead. The other items you receive are a bit esoteric and usually vendor trash, but sometimes can be worth a surprising amount of Units.
No matter what method you end up doing, I recommend filling your Log with Missions at each Star Base you encounter. Many of them can overlap, such that you can fulfill several at once from the same activity (e.g. killing Sentinels, etc), and you can turn in successful Missions at any Mission NPC. Plus, as you move up the reputation ranks, the standard Mission starts awarding 250k Units by itself and the items can be worth several million.
Farming: This is pretty much the ultimate source of Units in the game. The idea is build a base, plant some crops, harvest said crops, and then turn the material into more expensive things that you then sell. Example:
- 100 Frost Crystal + 200 Solarium = Heat Capacitor.
- 100 Cactus Flesh + 200 Star Bulb = Poly Fiber
- Heat Capacitor + Poly Fiber = Circuit Board
- Sell Circuit Board for 1 million+ Units apiece.
If you’re looking for a more in-depth guide, see this Reddit thread. Circuit Boards aren’t the priciest item you can create, or the easiest for that matter, but that’s the basic idea.
Trading: If you have a lot of starting capital, a LOT of free inventory space, an Economy Scanner, and plenty of Warp Cells, you can make some money buying vendor trash from one system at a discount and selling to another at a profit.
Next time you’re at a Trade terminal, look at what items are for sale. At the top of the list are likely some random items with a little green Unit symbol and the text that they are -X% cheaper than the market average. These items have tool tips which then tell you which systems need them more, e.g. will sell for over the market average price. So, buy as many as your Starship will hold, fly over to the target system, and sell them all. Then at this new system, buy the next set of goods, and sell at the next system. Wash, rinse, repeat.
Scanning: this is more of a side-hustle than anything else, but Units are Units. Basically, each time you touch down on a new planet, go ahead and scan as many plants and animals as possible.
With zero upgrades, you only get about 200ish Units for each discovery. With two Scanning upgrades though, suddenly each new plant will give you 20k and animals will sometimes break 100k apiece. I have as yet to find the third upgrade for either Scanner, but I’m looking forward to the boost in income from doing something I was going to do anyway.
Gathering Kelp: While you can grow or purchase pretty much anything you might need for crafting purposes, the exception are Kelp Pods. For these, you need gather them manually, and they only exist on planets with water.
The best way I have found to gather them is using a Nomad, aka hoverbike:
As pictured, drive over the water on the Nomad and use it’s mining laser to collect the Kelp. This method is significantly faster than trying to use the Roamer to drive along the bottom, and much better than the default method of actually swimming around.
A lot of the fun of survival games is learning from your early pain and suffering, figuring out how everything works, then coming back and steamrolling those same challenges. If you are just looking for some early-game direction, I recommend reading the Spoiler-Free Beginner’s Guide. It gives you a leg up, but not the whole body.
The rest of this guide? The whole damn body. Read at your own risk of adventure.
General Base Considerations
First things first: build two beds. You can stick two practically on top of each other, while still fitting in a 1×1 Thatch hut. Beds have a ~5 minute respawn cooldown, but it’s per bed, so having two will effectively remove the cooldown. This is a good idea whether you’re at an outpost or your main base.
Second… go ahead and double or triple up on everything, wherever you are. A stack of 200 Metal Ore takes over 30 minutes to smelt in one Refining Forge. Split that stack across two Forges, and now it only takes 15 minutes. Chances are good if you managed to collect a whole stack of Metal Ore, the extra 125 Stone and 65 Hide for Forge materials are not going to be a limiting factor here.
Similarly, if you’ve unlocked the Preserving Bin and have a dino capable of harvesting a bunch of meat, go ahead and throw down 3-4 Campfires at a time and light them all up. Stacks of Cooked Meat are always going to be useful, either as general walking-around food or Cooking Pot materials, and the collected Charcoal will useful for Gunpowder.
Third, take a moment to reflect on your base layout and location. How far are you from water? Are there strategic resources nearby? Is this area defensible? There is nothing particularly stopping you from recreating a primary base elsewhere… other than the logistics of either moving all your old stuff and/or tamed dinos. Better to get it right the first time though.
As far as layout goes, there are some obvious-in-retrospect ways of arranging things. For example, you are going to want most of your crafting stations and containers within reaching distance of each other without moving – this will allow you to move hundreds of pounds of resources between containers, e.g. double your max carrying capacity. Likewise, you will want there to be room for you to do the same thing when removing items from tamed dinos to your containers.
This was my base setup originally:
While everything was within reach, I actually had to hop over my Smithy to get out of the circle, and I was constantly running out of room for stuff. After watching some Youtube videos of other setups though, I realized that yeah, you can arrange your Large Storage Containers like this instead:
Four times the storage and more room to move around. I removed the Refining Forge entirely, because my main base is nowhere near natural Metal deposits, and it’s much more efficient smelting on-site, and either bringing back the Metal Ingots or finished products.
Speaking of that, where should you be building a base? The answer is: wherever you want.
But, really, here are some other considerations:
The above map displays Metal Nodes around The Island map, along with the Obelisks. No matter what you plan on doing in Ark, you will need Metal eventually, for weapons, ammo, structures, tools, or even just saddles. It’s not impossible to build your main base over near, say, the Red Obelisk, but you will be performing some serious long-distance trucking to get those ingots.
Another consideration? Check where beacons come down. That’s right, there are specific, set locations where beacons spawn on the regular. Most of them will be filled with garbage, especially if you build up in the southern areas of the Island. But, hey, free is free. If it’s all the same to you, I’d suggest going over to that next ridge where they spawn before setting down roots.
Finally, consider where some more esoteric resources might be available. Giant Beaver Dams, for example, are great sources of Cementing Paste and Wood. While the specific spawn locations are not fixed, there are some rough guides. Giant Bee Hives can spawn pretty much anywhere, and can technically be moved, but if you manage to find one near a potential base location, that area should be considered prime real estate. Oh, and if you’ll be needing Sap, maybe choose something closer to the Redwood Forest area.
When you are just starting out, just about everything is scary and can kill you. Once you figure out “the trick” for specific tiers of dinos though, they start becoming speed bumps instead of brick walls. Less scary, but can still kill you if you’re sloppy.
Here are the tiers:
Slingshot: This tier encompasses any dino encounter that can be defeated by simply backpedaling at normal speed. This includes any passive creature like the Dodo, but also more dangerous ones (once provoked) like the Trike and Turtle (Carbonemys), provided they could catch you. Which they shouldn’t be able to.
Spear: The simple spear provides enough knockback to keep the target at bay until death. Quintessential example being the Dilo (Dilophosaurus), aka the spitting one. Insects and most fish belong to this group too. Troodan, notably, do not, since they can leap back at you.
Bola: Too fast or large to be affected by the spear’s knockback, but small enough to be rooted by a Bola. Most common contender in this tier is the Raptor. While the Bola can trivialize encounters with these dinos, keep in mind that it takes a few seconds to wind up the throw, and most of these dinos are especially dangerous if they get the jump on you on the ground.
Platform: Encompassing the rest of Ark’s carnivores unaffected by the Bola, you will likely need to be on a platform (e.g. cliff face, rock, structure) in order to safely take it out. Alternatively, sometimes a platform can be substituted with a Wooden Spike Wall instead. This works well with creatures like the otherwise deadly Therizinosaur, who will happily attack the 3500 HP wall while you re-feather its head with arrows.
All of the above assumes you are trying to take down a dino unassisted, using common weapons around the level of the beast you are encountering. Facing down a Carno on foot with nothing but a Crossbow is scary. Doing so while wielding a Pump-Action Shotgun and 400+ HP with armor? Much less so. Hell, add two Trikes to your bodyguard detail and you can take out a large chunk of the food chain using just a Spear yourself.
Taming Dinos and Utility
It always bear repeating: Ark is a dinosaur taming game. What balance exists in the game is dependent upon it; a lone survivor isn’t one for long. Here is some early-game progression:
- Unlock the Slingshot at level 5. Go tame a few Dilos.
- Unlock the Wooden Club at level 8 and Bola at level 9. Tame some Raptors.
- Farm Hides for a while, using your Bow (level 10) and/or dino buddies.
- Unlock the Trike Saddle at level 16, craft it, and go tame a Triceratops.
- Unlock Mortar and Pestle (level 6) if you haven’t already, and use the Trike to collect hundreds of nacroberries in less than a minute so you can turn them into Narcotics.
- Tame another Trike, and leave both parked in your base for protection.
- Unlock Tranquilizer Arrows at level 21. Enjoy your ability to tame damn near anything.
Along with their normal characteristics, many dinos have “secret” talents that elevate their value far beyond normal. For the most part, you will need to have a saddle created for the dino in order to take advantage of their skills, but sometimes you do not. Here is a non-exhaustive list, based on the level at which you can craft a saddle for them:
- (Lvl 6) Phiomia: Force-feeding Stimberries will create Medium Feces on demand.
- (Lvl 16) Trike: Excellent tank/base defense, gathers 100s of berries at a time.
- (Lvl 18) Raptor: Best early-game mount, and protector while exploring.
- (Lvl 20) Equus: e.g. wild horse, has reduced Stone weight and is fast. Saddle acts as Mortar & Pestle.
- (Lvl 30) Iguanodon: Infinite Sprint on four legs, high jumping on two. Can turn plant into seeds.
- (Lvl 31) Mammoth: Wood gathering machine, and makes Wood weigh 75% less.
- (Lvl 34) Doedicurus: Stone gathering machine, and makes Stone weigh 75% less.
- (Lvl 36) Ankylo: Metal gathering machine, and makes Metal weigh 75% less.
- (Lvl 37) Sabertooth: Efficient at gathering Hides, Chitin, and Keratin. Decent speed.
- (Lvl 38) Pteranodon: First flying mount. Pretty speedy too. Can grab tiny dinos.
- (Lvl 40) Beelzebufo: e.g. giant toad, huge jumps, turns insects into Cementing Paste, fast in water.
- (Lvl 43) Pelagornis: Flyer that can land on water. Harvests fish easily. Fishing Pole from saddle.
- (Lvl 61) Castoroides: e.g. giant beaver, Wood gathering machine, gathering Wood automatically while Wandering. Wood, Stone, Thatch, and Fiber weigh 50% less. Fast swimmer. Saddle is mobile Smithy.
- (Lvl 62) Argentavis: Fantastic flyer with lots of Stamina and Carry Weight. Can pick up most medium-sized dinos, including Raptors, Titanboas, etc. Best everyday flying mount.
- (Lvl 69) Therizinosaur: Insanely versatile, bordering on OP. High health, high DPS. Left-click harvests Meat and Wood incredibly fast. Right-click harvests 100s of Fiber from bushes. C attack harvests Hide and Chitin from corpses, Berries from bushes. Each level-up also allows greater specialization in harvesting types (Delicate vs Power) via Interact Menu.
As you might expect, higher levels give you access to better options. Do note however, that your ability to actually find and/or tame these dinos are not assured at the level you could. For example, while you unlock the saddle at level 34, the Doedicurus curls up into a defensive ball after losing health, which makes knocking them out difficult without having Tranq Darts (unlocked at level 62). One of the few ways around that is to use a Beelzebufo’s attack, which adds Torpor while dealing little damage. But even then, the Beelzebufo saddle is only unlocked six levels after the other one.
Then there is the matter of finding these dinos. The Mammoth and Equus are relatively low level tames, but they are not commonly found in the South, which is where you might be spawning as a newer player. So, if you want to be taming creatures when you unlock their saddle, you might have to, ahem, hoof it yourself and find them.
Cooking Like a Pro
There are two types of recipes: Standard and Custom. It’s a good idea to utilize both.
All recipes below require there to be water in the cookpot, in form of a filled waterskin.
- Enduro Stew (+melee, +healing): Mejo (10), Carrot (5), Potato (5), Stimulant (2), Cooked Meat (9)
- Focal Chili (+crafting, +movement): Mejo (10), Yellow/Blue/Red (20), Lemon (5), Cooked Meat (9)
- Lazarus Chowder (+underwater): Mejo (10), Corn (5), Potato (5), Narcotic (2), Cooked Meat (9)
- Calien Soup (+hot area): Mejo (10), Yellow/Red (20), Lemon (5), Stimulant (2)
- Fria Curry (+cold area): Mejo (10), Blue (20), Corn (5), Carrot (5), Narcotic (2)
- Medical Brew (+40 HP): Red (20), Narcotic (2)
- Sweet Vegetable Cake (special): Fiber (25), Corn (2), Carrot (2), Potato (2), Stimulant (4), Sap (4), Giant Bee Honey (2)
As you might expect, the feasibility of having a ready stock of most of these items is dependent on having a robust Greenhouse situation and/or playing on a server with Crop Growth cranked up. Medical Brew is the exception, needing only some Narcotics and 20 Tintoberries, both of which can be harvested enmass by a Trike or other herbivore. The catch is the 2 hour spoilage timer, although it lasts longer when refrigerated.
While custom recipes might sound both cool and complicated, it is really neither. The steps are:
- Craft a blank Note.
- Place Note and ingredients in Cooking Pot.
- Click Make Recipe
- Ensure Recipe note is in Cooking Pot with ingredients, then start fire.
The final output is an item with a percentage of the effects of the individual ingredients. What percentage that ends up being is based on your Crafting Speed stat at Step 3 only. A full optimization would require a level-capped player to consume a Mindwipe Tonic, place all of their upgrades in Crafting Speed, consume a Focal Chili, and then pen some recipes before using another Mindwipe Tonic to get their stats back. Thereafter, whoever uses that recipe will get the full benefits no matter their Crafting Speed. Because that makes sense.
For the rest of us, the “hidden” benefits of custom recipes (with the help of Focal Chili) still makes things worthwhile. For example, a custom recipe for 20 Raw Meat creates an item that grants 43 Food and 32 HP. That may seem pitiful considering a single piece of Cooked Meat restores 20 Food and 8 HP. The upside is that the custom recipe doesn’t need to be cooked, weighs 0.3 pounds, and lasts for 48 hours in your inventory, rather than 20 minutes.
So, really, custom recipes are mainly about saving space and avoiding spoilage. Did your Mammoth get bogged down with hundreds of pounds of berries when it was harvesting lumber? A 10 lb stack of Tintoberries can get refined down to a 1.1 lb paste that grants you 53 Food and 15 HP.
Bonus tip: Stimberries and Stimulants are great for giving a Stamina boost at the expense of thirst. Cut out the downside by creating a custom food (as opposed to drink) recipe of, say, 50 Stimberries. That’ll give you 27 Food, 8 HP, and ~89 Stamina back without the thirst. Just note that these gains are capped at basically 1/second, but it should still aid in your sprint out of danger.
Harvesting Specialty Resources
Beyond the basic building resources like Stone and Wood, there exists a lot of specialty resources to craft more advanced items. Gathering these special resources is sometimes a pain, depending on the method. Here are some of the best.
The default method of creating Cementing Paste is x4 Chitin/Kreatin + x8 Stone. This is incredibly inefficient though, as it would require 200 Chitin/400 Stone for an Assault Rifle, or even 2400 Chitin/4800 Stone for a Wooden Tree Platform.
The best and easiest source are wild Beaver Dams. These are built by Castoroides, and are located on land or in the water. While accessing the inventory of a Beaver Dam will cause all nearby Castoroides to go hostile, each one usually contains 150+ Cementing Paste. Since items do not respawn inside containers, it’s best to loot (and drop) the rest, so that the Beaver Dam collapses and another one can spawn later.
The second best source is from the Beelzebufo mount. Using Right-Click against insects will result in 5-15 Cementing Paste apiece, along with some Chitin. The biggest challenge is finding a stable enough insect population. The good news is that the mount is adept at navigating the same areas where Beaver Dams spawn, so one can double-dip in farming.
Third, there is a “passive” form of collection: from tamed Achatina, e.g. giant snail. These creatures will slowly accumulate both Achatina Paste (same properties as Cementing Paste) and Organic Polymer up to 100 apiece in their inventories. The catch is that Achatinas only eat Sweet Vegetable Cake, which requires both Sap and Giant Bee Honey, which are themselves specialty resources.
The default method of Polymer production is x2 Cementing Paste + x2 Obsidian. This isn’t too terrible by itself, although it requires the construction of a Fabricator, which uses Gasoline as its fuel. Organic Polymer can be substituted for Polymer in all situations, and the Ghillie Suit actually requires Organic Polymer specifically in its construction.
Note: You will want a Wooden Club or Metal Sword for harvesting Organic Polymer. A tamed Pelagornis will also work effectively. Hatchets or Picks will give you none.
The best and easiest farming target are Kairuku, aka penguins. Each iceberg in the NW corner of the Island has a dozen or so, and they react basically like the Dodo when attacked or threatened. Tragically, the babies have the most Organic Polymer, so club them first.
If you are far from the North, the alternative source will be from Hesperornis, aka duck-like birds. You can typically find them swimming around shorelines and rivers hunting for fish. While they have zero offensive capabilities, note that that they frequently exist in otherwise dangerous areas. Keep an eye out for Sarcos, Spinos, and other river terrors.
Considering that Organic Polymer spoils extremely quickly (~30 minutes) and is unaffected by most preservation techniques, be sure and have the other materials/blueprints ready to go for when you collect this resource. The last thing you want to happen is collecting a bunch and then scrambling to find the other materials.
Black rocks on mountains. Go mine them.
There are several different sources of Oil in Ark, with different levels of ease of acquirement.
The first would be the Oil Rocks up in the NW corner of the Island, and scattered about in other snowy regions. While the environment is hostile, mining them is almost as easy as clubbing seals for Organic Polymer. The tricky part is actually traveling all the way up there, so be sure to stock up via boat or wagon train once you’ve made the effort.
Second would be the Oil nodes located in many places in the ocean. These are usually closer to home, but often require long dives in hostile waters. Cook some Lazarus Chowder and bring a dino that can breathe underwater. Underwater caves are another source, but chances are that you won’t be needing this guide if you are advanced enough to be plumbing those depths.
Third, is from killing/harvesting Trilobites and Leeches. You actually get a respectable amount of Oil from each kill, but the trouble is actually finding a suitable amount of targets. In that regard, be sure and stop what you are doing and kill them if you happen to spot any, no matter what else you might have been doing.
Finally, there is a quasi-passive source: Dung Beatles. These animals have to be tamed and brought out of the caves they inhabit, then be fed a constant source of Feces (tame a Phiomia) before it is turned into Fertilizer and a bit of Oil. While it ain’t nothing, Medium Animal Feces is turned into x2 Fertilizer and x4 Oil after 15 minutes. This might be enough Oil to keep the lights on (via Gasoline), but not for those endgame Industrial stations that need 400+ to craft.
Sap/Giant Bee Honey
These are combined because the only real reason you might need either is for Sweet Vegetable Cake, so they go hand-in-hand.
For Sap, there is no reasonable way to avoid crafting at least one Tree Sap Tap. Then you have to specifically place them high up in a Redwood Tree. Being able to collect the Sap will require either a Wooden Tree Platform (600 Cementing Paste!) or constructing your own janky scaffolding out of Wooden Pole and ladders. Once that’s done, visit it periodically to collect your 20 Sap.
Giant Bee Honey can be harvested from Giant Bee Hives, tamed or wild. The taming process to set up your own Hives in convenient locations is quite difficult, and requires a lot of prep work – Bug Repellent, Ghillie Suit, hand-feeding Rare Flowers to the Queen Bee, etc. If you don’t need a constant source of Sweet Vegetable Cake, it might be better to just note the locations of wild hives and swipe their honey when needed; a Ghillie Suit and fast escape mount are recommended.
Ark is a fascinating sandbox experience, even when just played in Single-Player. No matter how powerful you end up feeling, the game world is ready to remind you to take it seriously or suffer the sometimes absurd consequences. While even a low-level Argentavis mount can effectively (albeit slowly) murder the meanest Alpha predators with impunity, all it takes is one Microraptor sailing out of trees to knock you off your mount into a pool of Megapiranha before you realize how dangerous the world still is.
Hopefully the above guide is enough to give you the edge necessary to survive out there. Or at least live that much longer.