Guide Home › Tribesmen & Automation
👥

Tribesmen & Automation

Recruiting, DNA copy, training, work assignment, and base automation

TribesmenAutomating Your BaseTools, Stocks & Supply AutomationAll Production Benches & MachinesWind Power — Windmills, Blades & Connections

Recruitment & Management

Tribesmen

Your recruitable workforce. Manage them well and they become a self-running civilisation. Neglect them and they walk.

🎯 Recruiting a Tribesman — Step by Step

Deterring is the main recruitment method. Scouts, Plunderers, and Tribe Leaders cannot be deterred.

1

Unlock the Mask Control Node

Repair the Control Node on your Mask first. The initial node allows 3 Tribesmen. Upgrading Connection Enhancement raises the cap to 18.

2

Find an Eligible Target

Barbarians, Outcasts, Hunters, Craftsmen, Guards, and Porters from Fang, Claw, and Flint tribes can all be deterred. Target high-level and elite enemies for better initial proficiencies.

3

Reduce Health Below 20%

Fight the target down to below 20% health. Do not kill them. At this threshold, press E to Deter. They fall unconscious and begin gaining Recognition slowly.

4

Keep Them Alive While Unconscious

Place Bandages or liquid foods like Broth in their inventory and double-click to use. You can also carry them over your shoulder or on an Llama extended seat back to your base.

5

Wait for Minimum Recognition (500)

Once the Recognition threshold is reached, the tribesman can be formally recruited. Their initial proficiency is influenced by their level, profession, and status.

😊

Keeping Tribesmen Happy

The mood bar must stay out of red. Build Outhouses, Bathtubs, Statues, Dining Tables, and Chairs. Provide quality food and drinks matching their likes. Happy tribesmen work faster and stay. Unhappy tribesmen leave permanently — taking all your recruitment investment with them.

Food shortage is the #1 cause of desertion. Prioritise farming automation before expanding your tribe headcount.

Evaluating Tribesman Potential

A tribesman's value is in their proficiency cap, not their starting level. Only tribesmen with a 120+ proficiency cap in a key skill unlock final mastery bonuses — and these vastly outperform your own character ceiling.

  • Equip the Golden Legend Mask before scouting camps to see all talents, exact proficiency numbers, and hidden caps at a safe distance
  • Claw Tribe members typically offer the highest combat potential
  • Flint Tribe excels in crafting and defense roles
  • Don't dismiss "novice" recruits — many roll 120+ caps in key skills

🧬 Exceeding 120 — DNA Copy & Training Grounds

Your main chieftain character is capped at 90 for weapons and 60 for crafting by default. Here is how to push past that using your tribesmen

Two separate systems, two separate goals. The DNA Copy at the Mysterious Stone Table raises your main chieftain's proficiency caps by copying them from a tribesman. The Training Ground raises a tribesman's proficiency toward their existing cap, and transfers talents between tribesmen. Neither system removes the underlying cap — they let you reach or inherit it faster.

Part 1 — DNA Copy: Upgrading Your Main Character

After beating the Third Temple Guardian (Vajra Ape) and activating its pyramid, the Mysterious Stone Table unlocks a DNA button next to your main character in the Remodel tab. This lets you deep-scan a tribesman and copy their proficiency caps, talents, and attributes directly onto your chieftain — replacing your current ones.

1

Find the Right Tribesman to Scan

Use the Golden Legend Mask to scout for a tribesman with the highest caps in the skills you want. A Warrior with 120+ Sword, Dual-Blade, Hammer, Greatsword, and Gauntlets is the ideal combat target. Check talents too — you are copying everything, so bad defects copy across as well. Take your time finding the right candidate before committing.

2

Open the Remodel Tab at the Mysterious Stone Table

Walk your chieftain to the Stone Table. Press the DNA button next to your main character — not next to a tribesman. This is the deep-scan trigger, not the save/revival button.

3

Select the Tribesman to Scan & Pay the Cost

Select the tribesman you want to scan. The cost is approximately 500 Mask Energy + 100 Green Crystals + 30 Blue Crystals + 20 Yellow Crystals. Have these ready — the process cannot be paused mid-scan.

4

Wait 30 Minutes (In-Game)

The deep scan takes approximately 30 in-game minutes. The tribesman is unavailable during this window. Do not dismiss them or restart the game.

5

Apply the Scanned Data

Once complete, tap the DNA icon again and select the deep-scanned data. Confirm the warning — this is irreversible. Your chieftain's proficiency caps, talents, and attributes are replaced with the tribesman's. Your appearance is unchanged.

Irreversible trade-off: Once a tribesman has been deep-scanned and their data applied to your main character, they are permanently marked with a red DNA symbol. You can never register them in the Stone Table's revival slots — if they die, they are gone for good. Choose your donor carefully.
💡 Level does not matter for the copy. If you scan a level 15 tribesman onto a level 30 chieftain, your chieftain drops to the tribesman's level but retains the tribesman's future cap potential. The caps are what matter — you will level back up quickly.

Part 2 — Training Grounds: Pushing Tribesmen Toward Their Caps

The Training Ground (Shifting Sands exclusive) does not raise proficiency caps — it pushes a tribesman's actual proficiency up toward whatever cap they already have, and transfers talents between tribesmen.

FunctionHow It WorksKey Limit
Proficiency Training Assign a tribesman to the Training Ground for a specific skill. They train toward their cap over time — faster than levelling through normal work Only pushes toward the existing cap, does not raise it. A tribesman capped at 100 in Sword cannot be trained past 100
Talent Transfer A veteran tribesman with strong Advantage Talents can teach one talent to a student tribesman. The student gains it without the veteran losing it Only Advantage Talents can be transferred — not Innate, Title, or Defects
Weapon Cap Expansion For class weapons, Training Grounds can raise a Warrior's cap to 120 — useful for tribesmen who rolled slightly below cap Class weapons only. Non-class weapons remain hard-capped at 100 regardless of Training Ground investment

Profession Caps — Which Class Can Reach 120+ in What

ProfessionSkills That Can Reach 120+Hard-Capped at 100
WarriorSword, Dual-Blade, Hammer, Greatsword, GauntletsAll other weapons, all crafting skills
HunterBow, Crossbow, Whip (only Hunters can exceed 120 on Whip)Melee weapons, all crafting skills
GuardGreatsword, Hammer, Shield skillsRanged weapons, crafting
CraftsmanCrafting, Weaving, Leatherworking, SmithingAll weapon skills
Laborer / PorterGathering, Wood & Stone, hauling efficiencyCombat skills, most crafting skills
💡 Admin command alternative: gm SetShuLianDuMaxVal [type] [currentVal] [maxVal] sets both current proficiency and maximum cap for any skill on a targeted character. Full type reference at saraserenity.net/soulmask/proficiency.php
🎭

Talents

Every 10 levels a tribesman earns a new Advantage Talent. Talent types: Innate, Title, Likes, Experience, Tribe, Advantage, Defect. Stack tribesmen with positive traits for a significant efficiency advantage across your whole base.

💊

Resetting Attributes

The Mysterious Tisane (dropped by bosses) resets your main Vagrant Novice character's attributes. The Mysterious Body Shaping Pill resets a tribesman's attributes. Server settings can make attribute resets available much earlier.

🏋
Shifting Sands

Training Grounds

New in Shifting Sands: Training Grounds allow talent inheritance between tribesmen. Veteran tribesmen can pass talents to newer recruits, letting you build a progressively stronger workforce over time.

Production Systems

Automating Your Base

The real power of Soulmask is removing yourself from the grind. Here is how to build a base that runs itself.

⚙ Assigning Work to Tribesmen

The Work Tab system — how to turn your recruits into a self-managing economy

1

Open the Work Tab

Press I to open inventory, then select the Tribesmen Work Tab. This is your primary automation dashboard.

2

Set Work Type, Location & Goal

Each tribesman needs all three assigned to function. Work Type is the category (gathering, crafting, farming), Location is where they operate, and Goal is the target resource or output quantity.

3

Place Map Markers for Gatherers

Point gatherers toward resource nodes by placing map markers on the world map. Gatherers will collect stone, ore, and wood from those nodes and automatically deposit items into sorted chests at your base.

4

Equip Your Workers

Give tribesmen appropriate tools, weapons, and armour. Better gear means better performance — a harvester with a quality axe outputs significantly more than one with bare hands.

5

Set Rest Schedules

At the command table, set NPCs to work 12 hours and rest 8 hours. Tribesmen without rest schedules lose productivity over time and can eventually collapse.

🌾
Farming Automation

Granary System

Assign a tribesman to a Granary and they will automatically plant, fertilize, and harvest all nearby Farmland. Add a Fertilizer Bucket and Beehive nearby to support the cycle. Food shortage is the #1 cause of tribesman desertion.

🐾
Animal Husbandry

Breeding Farm

Assign tribesmen to a Breeding Farm to auto-manage Capybara Pens (meat + fertilizer) and Turkey Coops (eggs, feathers, meat). Capybaras and Turkeys breed automatically when fed and watered.

Production Chains

Crafting Stations

Assign specialist tribesmen directly to crafting benches. The highest-ROI assignments early on are the Loom (linen/yarn), Carpentry (planks), and Forge. Tribesmen with 120+ proficiency caps vastly outperform your character.

🪵
Resource Outposts

Work Outposts

Logging Yards, Collection Yards, and Excavation Pits operate as remote automated gathering stations. Warning: outpost workers attract hostile Barbarians who will attempt to capture them. Build defensive perimeters.

🐒
Passive Collection

Monkey & Pet Workers

Scarlet Macaws and Monkeys ride on your shoulder and operate semi-autonomously. Monkeys gather fruits and nuts from the environment and deposit them in Monkey Storage Nests — free passive food production.

Shifting Sands Only

Airship Crew

In Shifting Sands, tribesmen can be assigned as crew to your mobile airship base, automating it during travel and combat. The airship itself functions as a moving production platform.

💡 Possession tip: Take direct control of a tribesman (press E while they're selected) to level their skills faster. EXP earned while possessing goes to the tribesman's Body, Weapon, and Crafting levels — great for rapidly training a specialist.

Production Loops

Tools, Stocks & Supply Automation

Soulmask has no single "auto-repair tools" button. Instead you combine four separate systems — discard broken, auto-craft maintain stock, filtered chests, and NPC prohibition sliders — to build a loop that largely runs itself. Here's exactly how each works and how to wire them together.

Honest limitation: Tribesmen cannot autonomously repair their own tools. There is no setting that makes them deposit broken tools into the Repair Bench and collect fixed ones automatically without setup. The practical solution — which the community universally uses — is the Discard Broken + Maintain Stock loop described below. Repairing higher-tier tools also degrades them further each time, so for most situations, crafting fresh replacements is better value than repairing.

⚙ The Four Systems — How They Combine

Set all four up together and tools largely manage themselves

1

Set Workers to Discard Broken Tools

In each tribesman's work settings, enable the "Automatically Discard Broken Tools" checkbox. When a tool reaches zero durability it is destroyed and removed from their inventory automatically — they won't accumulate a pile of broken items and stop working. After discarding, they will go and pick up a fresh tool from a stocked chest nearby.

2

Keep a Stocked Tool Chest

Place a chest near your workers and fill it with a supply of the tools they use. When a worker discards a broken tool, they will pull a fresh one from this chest. Set the chest's item filter to only hold that tool type so it stays dedicated. Leave at least 10 tools in it as a buffer. This is the most reliable method — tribesmen picking up from nearby storage is consistent.

3

Set a Crafting Station to Maintain Stock

At the Craftsman Bench (or relevant bench), right-click the tool you want to craft and select "Add Planned Queue". In the queue, click the gear/cog icon and switch from a one-time quantity to "Maintain Stock" mode. Set the minimum quantity — for example 20 axes. Whenever your tribe's stock of that tool drops below 20, the assigned tribesman will craft more to top it back up. This turns your tool chest into a self-refilling supply.

4

Assign a Dedicated Crafter

Assign a tribesman to the crafting bench as caretaker for the tool production queue. A single tribesman with free time can jump between multiple benches fulfilling queued work orders — you don't need one crafter per bench if you keep queues small and prioritised. The bench will display the current status of any queued orders when the assigned tribesman is working it.

📦 Maintain Stock — The Core Automation Setting

This is the most powerful and under-explained feature in Soulmask's production system

Maintain Stock works on any crafted item at a workbench — not just tools. Use it to keep permanent minimum quantities of planks, linen, arrows, food, iron ingots, or anything else your base constantly consumes.

How to Set It Up

1

Set Maintain Stock on Each Bench

Right-click the item at the crafting bench → Add Planned Queue → click the cog icon and switch to Maintain Stock mode. Set a minimum quantity. The assigned tribesman will keep that item topped up automatically.

Recommended Minimum Stocks to Maintain

ItemSuggested MinWhy
Stone Axes / Pickaxes20–30Primary worker tools, discarded constantly
Bone Tools30+Near-free to craft; give gatherers a bulk supply
Planks200Constant construction and repair drain
Linen / Yarn100Feeds clothing and crafting chains
Arrows200+Combat and guard consumption
Bandages50Worker and combat survival buffer
Fuel (Bark)500Bonfire and furnace supply; bark is most efficient
Cooked Food100 per typeKeeps Dining Table stocked and mood stable

🗃 Chest Filters & NPC Access Control

Filtered chests are what separates a tidy automated base from chaos — set these up before you have too many workers

🔒

NPC Prohibition Sliders

Every chest has two NPC permission sliders in its settings:

  • Left slider (No Take) — prevents tribesmen from removing items. Use this on your personal stash, rare materials, or items you're saving for later. Tribesmen can deposit but not withdraw
  • Right slider (No Deposit) — prevents tribesmen from adding items. Use this on fully stocked dedicated chests to stop workers filling them with junk when encumbered
🎯

Item Filters

Set a filter on each chest so it only accepts specific item types. This is what makes sorted chests actually sort. Gatherers deposit collected items into the nearest available chest — without filters everything goes into one box and the system breaks down.

  • Dedicated tool chest — filtered to the specific tool type used by nearby workers
  • Dedicated wood chest, stone chest, ore chest etc. — one filter per material type
  • Dump chests — no filter and No Deposit slider OFF, placed near work areas for overflow. Assign a sorter tribesman to move items from dump chests to filtered storage

Item Sorting Tribesman

Assign a tribesman to Work Type: Item Sorting, then highlight the dump chests as their source. They will automatically move items from unsorted dump chests into the correct filtered storage chests. Items are instantly teleported to where they need to go when a sorter is active — this is the cleanest way to handle overflow from gatherers coming back over-encumbered.

Quantity Limits on Gathering

In the tribesman work options, you can set a Qty (quantity) limit on collection tasks. Set this to a number like 1000 for logging — once the tribe's stock hits that number, the worker enters a work break automatically instead of collecting forever and becoming encumbered. You must set this limit in two places: the collection task Qty field, and also the storage chest quantity limit. By default the storage chest is set to unlimited, which overrides the task limit.

Encumbered worker fix: Tribesmen only dump their inventory when their work is interrupted — when they become encumbered or their task changes. They put items in the nearest available chest. If no chest has space or all chests have the No Deposit slider active, they stop working and complain of being heavy. Make sure at least one dump chest near each work area is always available with capacity.

🔄 The Complete Tool Supply Loop — Wired Together

How all four systems connect into a self-sustaining pipeline

💡 This loop works best with bone or stone tools because the raw materials to make them (bone, stone, wood) are easy to auto-gather. Higher-tier metal tools can be maintained the same way but require a more complete material supply chain upstream.
StepWhat HappensSetting That Enables It
Worker uses tool Tool durability drains during gathering or crafting Normal — no setting needed
Tool breaks Worker automatically discards it and removes it from inventory Auto Discard Broken Tools checkbox enabled in work settings
Worker picks up fresh tool Worker goes to the nearby tool chest and grabs a replacement Tool chest nearby, filtered to the right tool type, with items available
Tool stock drops Crafting bench crafter detects stock is below minimum and starts making more Maintain Stock mode set on the queued crafting job at the Craftsman Bench
New tools deposited Crafter deposits finished tools into the filtered tool chest Tool chest filter set, No Deposit slider OFF so crafter can add to it
Materials replenished Gatherers keep stone/bone/wood topped up via their own Maintain Stock gathering tasks Gathering quantity set + material chests filtered and accessible to crafter
🃏
Early Game Tip

Jack-of-All-Trades Position

In the Work Tab for a tribesman, go to their Position settings and tick the All toggle. This makes that worker able to take on every possible job within your Bonfire's radius — jumping between benches and filling work orders as needed. Use this early on when you don't have enough tribesmen to staff every station individually. One tribesman covering multiple low-traffic benches is far better than several benches standing idle.

🔢
Timed Production

Timed Crafting Orders

Instead of Maintain Stock, you can set timed crafting orders — for example, produce 5 axes every 30 minutes. Adjust the interval based on how quickly your workers consume tools and how many are running simultaneously. Timed orders are more predictable than Maintain Stock for high-demand items where you want to control output rate rather than react to stock levels.

Crafting Infrastructure

All Production Benches & Machines

Every crafting station in Soulmask, grouped by function, with what it makes, when it unlocks, and which proficiency skill it trains. Powered benches are marked separately — they require windmill connection before they will operate.

🧱 Exact Build Costs — Core Stations

What it actually takes to place these on the ground, confirmed against the in-game crafting menu. Most of the early benches are built by hand — no Building Workshop required for these specific ones

StationMaterialsBuilt AtCraft Time
Building Workshop 20× Clay, 20× Plank, 40× Stone, 10× Thick Rope By hand 6s
Carpenter's Table 20× Log or Hardwood, optional 5× Thick Rope By hand 6s
Tanning Rack 20× Branch, 5× Thick Rope By hand 6s
Loom 10× Plank, 5× Rough Leather, 5× Thick Rope By hand 6s
Grinder 10× Stone, 5× Plank By hand 6s
Furnace 100× Stone, 5× Ceramic Mold, 50× Clay Building Workshop 24s
Metal Windmill Blade 15× Metal Plate, 5× Metal Part, 10× Iron Ingot Building Workshop
Stash Box 10× Bronze Ingot, 5× Thick Leather, 5× Leather Rope Building Workshop
Craftsman's Bench Part 1 10× Thin Rope, 20× Hardwood Plank, 30× Iron Ingot Building Workshop
Mine (resource node booster) 40× Iron Ingot, 20× Leather Rope, 20× Premium Hardwood Plank Building Workshop
Siege Ballista 60× Bronze Ingot, 50× Hardwood Plank, 10× Leather Rope Building Workshop
For everything not listed above: exact recipes for the full 1,347-recipe catalogue — including every armour, weapon, and structure tier — are searchable directly in the in-game crafting menu by hovering the item, or via the community recipe browsers at soulmaskdatabase.com/recipes and xgamingserver.com/tools/soulmask/recipes, both of which let you search by result, ingredient, or workstation.

🔥 Basic Production — Stone to Bronze Age

The foundation stations available from early game. No power required

StationAwarenessCrafted AtWhat It MakesProficiency
Campfire 1 By hand Basic cooked food, Broth. Also acts as a light source and bonfire substitute Cooking
Cooking Stove 8 Building Workshop Mid-tier meals: Fish Soup, Quinoa Porridge, Dried Meat, Stews. Far more recipes than campfire Cooking
Drying Rack 18 Building Workshop Jerky and preserved meats that resist spoilage — essential for dungeon provisions Cooking
Worktop 30 Building Workshop Endgame meals: Fried Taco, Fried Rare Steak, Seafood Quinoa Rice, Spicy Soup, Dumplings, Hot Cocoa, Cigars Cooking
Potting Table 5 Building Workshop Ceramic Molds (required for Furnace), Clay Bricks, Earthenware — essential gateway to smelting Wood & Stone
Craftsman's Bench Various Building Workshop (multiple parts) Tools, basic weapons, Stone/Bone/Bronze items, weapon and gear mods. The general-purpose production bench — gets upgraded multiple times across ages Crafting
Building Workshop 1 By hand / Craftsman's Bench All structures, benches, defensive buildings, and base components. Required to upgrade work tables (not the Craftsman's Bench — use this for all structure upgrades) Wood & Stone
Carpenter's Table Various By hand Planks, Wooden Strips, Hardwood Planks, building components. Level 2 required to unlock Oil Press Wood & Stone
Oil Press 30 Level 2 Carpenter's Table Cooking Oil — required for Worktop recipes, Fried Taco, Pumpkin Salad etc. Crafting
Loom Various By hand Fiber → Linen/Yarn → Cloth → Rope. One of the highest-ROI early assignments for a tribesman with crafting proficiency. Feeds almost every other production chain Weaving
Tanning Rack Various By hand Animal Hide → Leather → Thick Leather → Premium Leather. Required for armour, rope, saddles Leatherworking
Butcher's Table Various Building Workshop Carcasses → cuts of Fresh Meat, Premium Fresh Meat, animal parts. A tribesman with a Butcher's Knife processes Capybara Pens and Turkey Coops automatically when assigned Butchery

🔨 Smelting & Refining

Ore processing chain — each bench gates the next metal tier

StationAwarenessWhat It MakesKey InputNotes
Furnace 15 Bronze Ingot, Copper Bar, Tin Bar, Silver Ingot, Gold Ingot, basic smelting Ore + fuel (branches, bark, logs) First smelting station. Build two — crafting is slow single-furnace. Needs Ceramic Molds from Potting Table first
Blast Furnace 30 Iron Ingot (2× Iron Ore + 1× Carbon Powder), higher-grade smelting Iron Ore + Carbon Powder + fuel Carbon Powder made in the Grinder from Charcoal. Required for Iron Age progression. Kiln must be running to supply Charcoal
Kiln 20 Charcoal from Logs, Coking Coal from Charcoal, Clay Bricks, fuel supply Logs / Charcoal + fuel Must be running before you can make Carbon Powder (for Iron Ingots) or Coking Coal (for Steel Ingots). Build multiple to run parallel processes
Earth Kiln Various Alternative kiln products — bricks, ceramics, specialised outputs Clay + fuel Companion to the main Kiln for ceramic and brick production without consuming primary kiln capacity
⚡ Powered Refining Furnace 50 Steel Ingot (1× Iron Ingot + 1× Coking Coal + 1× Meteorite Ore or Mysterious Metal Chunk) Iron Ingot + Coking Coal + Meteorite Ore + Windmill power (100) Requires windmill connection. The only station that produces Steel Ingots. Also requires Coking Coal as fuel inside the bench itself alongside the windmill power. Built with 50× Blackstone Bar, 10× Ceramic Mold, 50× Metal Part

⚗ Alchemy, Brewing & Processing

Medicine, beverages, poisons, seeds, dyes, and advanced ingredients

StationAwarenessWhat It MakesNotes
Brewing Stand (Level 1) 20 Broth, Juice, Fruit Wine, Beer, Mead, Mescal, Bee-drawing Syrup, Antidote, Healing Tisane, Aloe Juice, basic medicines First alchemy station. Needs water supply (waterskins or bucket). Most early medicines and beverages start here
Brewing Tank (Level 2) Various Higher-tier beverages, Excitant, Serum, advanced alchemy recipes Upgrade of Brewing Stand. Access to more medicine types including Special Healing Tisane chain
Grinder 3 Seeds (from fruit/veg), Carbon Powder (from Charcoal), Flour (from Wheat/Corn), ground pigments, processed materials One of the most-used stations. Essential for farming (seeds), smelting (Carbon Powder), and cooking (flour). Always staffed
Distiller 54 Mineral Oil, high-proof spirits, advanced chemical outputs Steel Age unlock. The only way to craft Mineral Oil — required for late-tier anti-gravity engine variants and advanced ship components. Worth rushing to 54 if you are building the Falcon or higher
Dye Vat Various 25 colour dyes for armour, clothing, and building components Uses pigment materials. Purely cosmetic output but important for distinguishing tribe members' gear visually
Fertiliser Bucket Various Compost, fertilisers for Farmland Converts feces (from Outhouse, Capybara Pen, Turkey Coop) into crop fertiliser. Essential for farming automation — Granary needs fertiliser stocked to work autonomously

⚔ Armour, Weapons & Gear

Combat production chain from leather to endgame enhancement

StationAwarenessWhat It MakesNotes
Armor Forging Table 15 All armour pieces across every tier: Bronze, Iron, Steel, Obsidian, boss armour sets. Also saddles for mounts 233 recipes — the largest armour/gear station. Crafting quality scales with the tribesman's Armour proficiency. Higher-proficiency workers = better item quality rolls
Weapon Crafting Bench 12 All weapons across all tiers — melee, ranged, shields. 108 recipes Same quality-scale mechanic as armour. Assign your highest Weapon proficiency tribesman. Can craft both main weapons and ammunition (arrows, throwing weapons)
Craftsman's Bench Various 87 recipes — tools, mods, gear modifications. Weapon and gear durability mods, quality upgrades, attachments Where weapon and armour mods (Poison Proof, Heat Proof, Damage mods etc.) are applied to existing gear. Mods require Red Crystals as a component
Ancient Enhancement Table Endgame Upgrades Ancient, Archaic, and Mysterious equipment found in dungeons. 22 enhancement slots Exclusive to endgame dungeon gear — cannot enhance normal crafted items. Found via Holy Ruins and endgame dungeons rather than crafted
Mask Repair Station Various 7 repair recipes — repairs mask integrity and restores mask node functionality Used alongside the Mysterious Stone Table for mask maintenance. Requires crystals and sometimes rare mask materials (Astrabon, Nanofiber etc.) from Ancient Dungeons
Mysterious Stone Table Found — not crafted 54 recipes — activates found masks, records tribesman data for revival, crafts boss masks (Nature Enlightenment, Ironblood Guard), processes broken mask components Pieces found in Holy Ruins and Ancient Ruins Dungeons. Must be assembled before use. One of the most important stations in the game — records tribesman data used for revival system

⚡ Powered Machines — All Five

All require windmill connection. Each needs 100 power minimum to operate. Unlock via the Glow of Iron Era and Steel Age tech trees

MachineAwarenessTech PathWhat It MakesOutput vs Unpowered
⚡ Powered Refining Furnace 50 Steel Age → Refining Technique Steel Ingots (the only station that can make them). Also faster high-tier smelting Cannot be done at all without this machine — Steel Ingots are exclusively made here
⚡ Powered Spinning Wheel 46 Glow of Iron Era → Advanced Weaving Premium-quality thread, silk-tier fabrics, advanced cloth products. Higher output than standard Loom Significantly faster and better quality yarn/thread than standard Loom. Assign highest Weaving proficiency tribesman
⚡ Powered Cutting Machine 50 Steel Age → Cutting Technique Precision Parts — required for Shark-class and Ray-class airship components and advanced weapon/machine recipes Precision Parts cannot be made anywhere else. Gate item for endgame airship construction
⚡ Powered Mill Various Steel Age tech tree 13 recipes — faster processing of grain, ore, and materials than the standard Grinder. Also produces certain refined pet feeds Higher throughput than Grinder for bulk material processing. Note: some recipes like refined pet feed are locked to Powered Mill specifically
⚡ Powered Lathe 54 Steel Age → Power Workshop High-precision machined components for advanced equipment. Steel Wire, precise metal parts Unique outputs not replicable at standard benches. Required for certain endgame weapon and ship blueprints

🌾 Farming, Animals & Support Structures

Infrastructure buildings that enable automated food and resource loops

StructureAwarenessFunctionAutomation
Granary 20 (Bronze Age) Hub for crop farming automation. Stores seeds, compost, water. Tribesmen assigned here manage all nearby Farmland plots Assign 1 tribesman per 6–10 Farmland plots. They plant, fertilise, water, and harvest automatically. Stock seeds, fertiliser, and water before leaving
Breeding Farm 20 (Bronze Age) Manages animal pens automatically. Covers feeding, watering, collecting, and slaughtering at nearby Capybara Pens, Turkey Coops, and other animal structures Requires 20× Clay, 60× Bronze Ingot, 100× Planks, 20× Leather Rope. Assign 1 tribesman to handle all nearby pens passively
Monkey Storage Nest Early game Pet monkeys deposit foraged fruit and nuts here. Tribesmen can collect from it automatically 10× Logs, 10× Fibers, 10× Thatch. Passive — no tribesman needed at the nest itself. Monkeys do the collecting
Repair Bench Medium Craftsmanship tech Repairs broken tools, weapons, and armour. Click + to create Auto Repair Plans with assigned caretaker tribesman Set a durability threshold and assign a caretaker. Workers deposit broken tools into a dump chest; the caretaker repairs them and returns to rotation. Turn off Auto Store inside the bench or workers get stuck in a logic loop
Dining Table Early game Tribesmen auto-feed from food placed here. No assignment needed — they come to it automatically Fill with food (especially Broth and Fish Soup which are auto-consumable). Pair with Ice Cellar to preserve stock. The single most important morale-management structure
Uncrafting Table Various (2 parts) Breaks down items back into components. Useful for dismantling unwanted gear, excess masks, or getting materials back from misbuilt structures Manual operation — not automatable. Part 1: Bronze Age. Part 2: requires 10× Steel Ingot, 5× Steel Mold, 5× Steel Wire
Ice Cellar 40 Food preservation via Ice fuel. 36 slots, food only. Dramatically extends shelf life of all stored cooked items Place adjacent to Dining Table. Stock Ice from Snow Mountain frozen lakes (1 piece = 10 hours). Built at Building Workshop
Stash Box 10 Personal secure storage — locked to the owner, tribe members cannot access without explicit permission Requires 10× Bronze Ingot, 5× Thick Leather, 5× Leather Rope. Good for keeping personal gear separate from tribe storage

Power Infrastructure

Wind Power — Windmills, Blades & Connections

Windmills are the only power source for powered benches in the base game. Getting them wrong is the most common reason powered machines don't operate. Here is everything about placement, blades, routing, and managing your power network.

⚙ Setting Up Wind Power — Step by Step

Unlock Windmill Technique in the tech tree under the Production Base tab (Bronze Pit Bonfire section). Metal Windmill Blades unlock separately under the Iron Pit Bonfire

1

Place the Windmill Base

Build the Windmill Base structure first. This is the shaft — the blade attaches on top. Place it in an open area with clear airflow. The Windmill Base has four spindle connection points that can each power a machine via rope or extension shaft. Placement altitude matters — higher positions (rooftops) can generate more power than ground level. Check the power reading when placed.

2

Attach the Windmill Blade

Craft and attach a Windmill Blade on top of the Windmill Base. The blade starts generating power immediately once placed and wind is available. Power output varies by location — typical ground-level output is 120–150, rooftop placement can reach 180. Hover over the windmill to check your exact power output before connecting machines.

3

Connect to Powered Benches

Use Power Extension Shafts or Power Ropeways to route power from the windmill to each bench. Connect from a spindle point on the windmill base to the gear icon on the powered machine — not to the building wall. Each connection requires a loop of rope between the windmill and the workstation. If you are getting "Not Powered" errors, check that you are connecting to the gear, not the frame.

4

Manage Power Budget

Each powered bench needs 100 Power minimum to operate. If you split one windmill across multiple benches, the power is divided. Example: one windmill at 120 power split between Powered Spinning Wheel + Powered Cutting Machine = 60 power each — not enough for either. Use one windmill per bench, or stack two windmills (place bases on top of each other) to double output before splitting. Check the power reading on each machine before queueing work.

5

Stop Windmills When Not in Use

Click Stop on the windmill when powered benches are idle. Blades degrade while running and cannot be repaired — turning off the windmill when not needed extends blade lifespan significantly. This is especially important for Wooden Blades with their lower durability.

🌀 Windmill Blade Types — What's Different

Two blade materials with significant differences in durability and unlock requirements

🪵 Wooden Windmill Blade

  • Unlocked under the Bronze Pit Bonfire → Production Base tab in the tech tree
  • Durability of 1,000 — degrades while running, regardless of weather or production rate
  • Cannot be repaired — when durability reaches zero it disappears and must be replaced
  • Cannot be picked up once placed — dismantling loses the blade. Do not place until you are certain of the windmill location
  • Craft requirements: basic hardwood and rope. Easy to produce early
  • Keep 3–5 spare blades stockpiled via Maintain Stock queue at the Craftsman's Bench

⚙ Metal Windmill Blade

  • Unlocked under the Iron Pit Bonfire → Windmill Technique tech node
  • Significantly higher durability than wooden blades — lasts much longer between replacements
  • Craft requirements: 15× Metal Plate + 5× Metal Part + 10× Iron Ingot
  • Still degrades while running and still cannot be repaired — but replacement frequency drops dramatically compared to wooden
  • The practical upgrade once you have a stable Iron supply. Switch all windmills to Metal Blades as soon as Iron Age allows
  • Same power output as Wooden Blade — the upgrade is purely durability, not power generation

🔌 Power Routing — Shafts vs Ropeways

Two ways to get power from windmill to bench — each with a different use case

📏

Power Extension Shaft

Rigid connection — place a shaft from the windmill to the bench. Best for organised base layouts where benches are in a clear line from the windmill. Keeps connections tidy and easy to trace if a bench stops receiving power.

🪢

Power Ropeway

Flexible connection — spans longer distances and can navigate around obstacles. Place Ropeways close to each other to form a chain. Useful for reaching benches that are not in a straight line from the windmill. The connecting rope must run from a windmill spindle point all the way to the gear on the target bench.

💡 Stacking windmills for more power: Place two Windmill Bases directly on top of each other, then attach a single blade to the top. The stacked base provides enough power output to run 2–3 machines from one blade. This is more efficient than building multiple separate windmills and is the recommended approach for powered production rooms.

🔧 Power Troubleshooting

Common reasons powered benches don't work and how to fix them

ProblemCauseFix
"Not powered" on bench Rope not connected to the gear icon on the machine — connected to wall or frame instead Find the small gear symbol on the powered bench and connect the rope to that specific point
"Insufficient power" on bench Single windmill split across too many benches — 100 power per bench minimum Disconnect other benches or add a second windmill. Stack two windmill bases to boost output before splitting
Bench stops mid-production Wooden Windmill Blade has degraded to zero — blade disappears silently Check windmill for missing blade. Replace with a fresh one. Keep a stockpile via Maintain Stock. Switch to Metal Blades at Iron Age
"Craft on appropriate crafting table" on Powered Refining Furnace Furnace is not connected to windmill power, OR Coking Coal is not loaded inside the furnace itself, OR the recipe is not unlocked in the tech tree Confirm the windmill rope reaches the gear icon. Add Coking Coal directly into the furnace fuel slot (windmill provides power but the bench also needs fuel). Press T and verify the Refining Technique node is unlocked
Tribesman won't work at powered bench ("insufficient motivation") Bench is connected to the same power shaft as another machine and power is being divided below 100 Disconnect the other machine from that shaft. Give each powered bench its own dedicated windmill connection
Power reading is 0 despite blade spinning Windmill placed in a sheltered spot with no airflow — walls too close, or entirely enclosed area Relocate to an open area or rooftop. Remove any walls within immediate range of the blades. Higher, more exposed positions consistently produce more power