Guide / Farm Biomes

Farm Biomes

Once a stage band is cleared you choose which biome to auto-farm. Each biome leans your idle output toward one resource family — and that lean is a genuine trade-off, not an upgrade.

No dominant profile, by construction. Every biome spends the same total weight budget (4), bounded between x0.5 and x2. Leaning into one resource costs you on the others. The default, The Waking Marches, is exactly even — there is no "correct" pick you are punished for missing, only "what do I need this week?"
BiomeLeans towardGoldGearExpSummon
The Waking Marchesno lean (default)x1x1x1x1
Gold VeinGoldx1.45x0.85x0.85x0.85
Relic DepthsGearx0.85x1.45x0.85x0.85
Training GroundsExpx0.85x0.85x1.45x0.85
Star CacheSummonx0.85x0.85x0.85x1.45

What each biome is

The Waking Marches

Even ground. No lean, no loss — the steady default when nothing is urgent.

Gold Vein

Ore-bright tunnels under a dead star. Gold runs rich here; everything else runs thin.

Relic Depths

A drowned armoury of the first Lanternbearers. Relics and forge-fragments surface here.

Training Grounds

Endless drilling wards. Little treasure, but your roster learns fastest here.

Star Cache

Where Fallen Stars settle. Shards and sigils gather — the collector's stage.

Offline hauls

Offline yield factor
40% of an equivalent active minute
Relic rolls per offline minute
0.2
Maximum relics per haul
40
Offline accrual cap
6 hours

While you are away your chosen biome keeps producing items — relics, materials, shards — into a stored haul you claim on return, not just a lump of gold. It pays a strict fraction of active play, which is how "active is better" and "idle is viable" both stay true at the same time. Deeper cleared stages always pay more, so the biome lean never competes with pushing the frontier.