Section Focus
Keep herbs, ore, food, crafting, and sell-vs-scrap calls from fighting each other.
Recommended Order
| Order | Page | Problem It Solves |
|---|---|---|
| 1 | Food Before Fancy Upgrades | protect survival basics before chasing expensive upgrade ideas |
| 2 | Ore Trip Risk Budget | avoid turning a mining trip into a full repair and healing tax |
| 3 | Herb Route and Heal Stock | balance herb farming against how often the route already forces town returns |
| 4 | Craft Now or Hold the Materials? | avoid locking rare materials into the wrong early craft |
| 5 | Vendor Buy or Gather Time? | compare money cost and route time instead of defaulting to farming |
| 6 | Salvage Loop After an Expedition | sort sell, scrap, keep, and craft decisions in one post-run loop |
| 7 | Upgrade Material Priority | weigh near-term clear rate against long-term build flexibility |
How To Use This Hub
Map the live question to the first two or three pages in this cluster, then keep drilling inside the same topic before jumping elsewhere; use the video page only when motion or timing needs confirmation.
Best Next Clicks
- Finish the first two or three pages in this hub before jumping to a different topic cluster.
- If movement, timing, or route reading still feels fuzzy, pair this with the matching video page.