Fellwood prestige planner
A buy order for the five-tier shop so you stop dumping points into a single shrine.
This planner is a spend order, not a spreadsheet. It assumes live Steam after the additive-damage patch, the gold-log prestige fix, and the tier-5 luck/damage bump. It assumes you already know how to reset — if not, read How to Prestige first. It assumes the mill is the bottleneck — if not, read Collectors and Sawmill. Tick the list in your head as you buy. When a node name differs in your language, buy the effect, not the English label.
Priority 0 — stop the run
Do not open the shop until the current camp is done. Tells: gold flat, commons everywhere, a grey portrait you cannot honestly rush, clover luck already spent. Reset. Then buy. Buying during a live run is how people window-shop and forget to mill.
Priority 1 — next-run economy
- Starting gold. Skip the empty mill minute.
- Starting acorns. Enough to plant, and later enough to evolve without begging drops.
- Sawmill pull range. The first true idle unlock.
- Log push radius / force. You remain the backup collector on fat lightning piles.
- Extra rerolls. The card game is the run.
If you only own four of these, you are still in the tutorial shop even if the plateau looks loud. Getting Started is the matching script.
Priority 2 — luck and log value
- Luck / log rarity. Compounds into cards and golden types. Clovers add a temporary layer; this is the permanent one. See Logs and Acorns and Events.
- Double gold log value. Patched to hit all golden variations. Buy it when gold logs actually appear.
- Manual-shot bonus. Feeds Active Abilities and clover winds.
- Tier 5 luck / damage bumps once you can see that row. Allerton already nudged the values up; they are not bait.
Priority 3 — starting workers, mixed
- Starting axe thrower or starting ice wizard, not both on prestige two.
- A second color only after pull range exists.
- Skip “start with 12 Electro” fantasies. Wizards explains why Electro is a mix, not a religion. Attack Buildings still wants at least one physical crew.
Priority 4 — caps and traps
- Axe ricochet chance ~90% and count ~8 are soft caps. Prestige nodes that duplicate those caps are low value.
- Building-specific damage shrines are additive now. Spreading beats stacking.
- Hidden “greater” combat nodes often want a tier spend threshold. If a node will not click, you are not missing a secret — you are under-spent. How to Unlock Buildings covers the grey portraits that sit behind the same wall.
Sample routes
First three prestiges: gold, acorns, pull, one reroll. Ignore portraits.
Mid shop: luck, push force, manual bonus, starting ice or axes.
Late shop: gold-log double, tier 5 luck, a second starting color, then whatever unlocks Mages/Engineers without starving the mill.
If a patch reorders the shop, trust Patch Notes over this list. If you are hunting icons instead of power, swap to Achievements and accept a worse spend. If you are still deciding whether the game is DEM in a hat, read Review before you optimize a shop you might not reopen.
Sibling tools: this page and the achievement list. Sibling guides: prestige, unlocks, events. Sibling ranks: buildings hub. The planner exists so you can prestige in under a minute of menu time and get back to the pile.
Frequently Asked Questions
Quick answers to the questions Fellwood players ask after their first prestige.
What should I buy first in the Fellwood prestige shop?
Starting gold, starting acorns, and Sawmill pull range. Luck and gold-log value come next. Damage colors wait.
Why won't a greater upgrade purchase?
Many nodes sit behind a five-tier spend threshold. Buy more of the lower shop, then retry — it is not a hidden world click.
Should I prestige into Electro Wizard first?
No. Additive damage wants a mix, and the mill wants pull range before any wizard shrine.