01

Starter choice: Spear or Warhammerlet

The Pebblet Spear gives a simple, quick stabbing option for small early creatures. The Warhammerlet is slower but also belongs in your harvesting and progression kit, so it can save an inventory slot while the first route is still short.

Do not upgrade both immediately. Carry the weapon whose timing you can use safely, plus the tool required by the next material gate. The early goal is a loadout you can repair after every trip, not a collection of half-built options.

02

First major step: Red Ant Club

The Red Ant Club is a practical first Tier 2 target because its materials come from red ants and its two-handed attacks provide strong damage and stun. Charged club attacks can also help against blocking enemies.

The trade-off is speed and the loss of a shield. Test the full recovery against a safe target before carrying it into a crowded nest. Keep the starter spear as a cheap emergency weapon if the club breaks or a fast attack is easier to place.

03

Upgrade after the station is unlocked

The Art of War mission unlocks the Smithing Station route. Weapon upgrades use brittle whetstones made from brittle quartzite shards; armor follows its own brittle-plating path.

Upgrade the weapon you have already used successfully. Early quartzite is scarce, so a theoretical tier-list winner is a bad investment if its repair loop, recipe, or creature matchup is still unknown.

04

Use weakness and repair cost to decide

Scan the creature with PEEP.R and read its weakness before choosing the final weapon. A strong club is not automatically the best answer to a target that resists its damage style.

Before leaving base, check durability, repair materials, healing, and one fallback. This four-part check prevents the most common early failure: reaching the fight with the correct weapon but no way to finish the trip.