Read This First: Coin Comes from Work
Loamward has coin, but no published price list and no best-seller ranking. The trader’s prices are published in the official wiki’s game data; player-to-player prices are player-set. Where a number is not published, this guide says so instead of inventing one.
Loamward is a free-to-play online sandbox about working the land, from Bramblewright Games, and it launched on Steam on November 11, 2026 — five days earlier than the November 16 open-alpha date first announced. It is an open alpha on a single server, and the official site warns players to expect rough edges, changes, and the odd world wipe. That warning matters for a farming guide more than for any other kind: coin you bank is safe, but a settlement, a stockpile or a trade route can be wiped, so the farming advice here is built around things that survive — skills, tools, knowledge of the market, and coin in the bank.
The farming half of the pair starts where the leveling half ends. Our Loamward Leveling Guide covers how skills grow, the 42-skill list, quality, Hearthrest and the first week. This guide covers the money: the four coins, Old Tamsin the trader and his published price list, the daily bounty, fallen stars and heartstones, refining and gems, farming and foraging for coin, cooking as an economy, trading with players, settlement traders and the bank, and settlements as a business. If you have not read the leveling guide, read the skill and quality sections first — every coin in this guide is downstream of a skill and a tool.
One more thing up front: MMODude’s game page found no verified Loamward listing in any category during the November 2026 review — no Loamward Gold, account or boosting listing was verified on any checked marketplace. Do not pay a third party for Loamward Gold or items. Everything in this guide is earned in-game.
The Four Coins
Money in Loamward comes in four coins, each worth a hundred of the one below: 100 iron coins make a copper coin, 100 copper a silver coin, and 100 silver a gold coin — 1,000,000 iron to a gold. Coins are items in your inventory: only the coins you carry count as your money, so a purse dropped on the ground or left in a chest is not spent. When you pay, change comes back in the fewest coins. The coins you carry show under your character in the character window, a count of each kind; prices elsewhere, such as at the trader, are written short as 1g 2s 3c 45i.
| Coin | Worth in iron | Where it matters |
|---|---|---|
| Iron coin | 1 | Small change — loam, offcuts and fieldstone sell for 1 iron at the trader |
| Copper coin | 100 | Everyday money — the daily bounty pays a few copper; most crafted goods sell in copper |
| Silver coin | 10,000 | Serious money — gems sell for 5–20 silver; a settlement trader costs 25 silver to hire |
| Gold coin | 1,000,000 | The long game — a million iron; nothing in the early game is priced in gold |
That 100-to-1 ladder shapes how you think about income. A sale worth 90 copper is a sale worth 9,000 iron; a sale worth 20 silver is 200,000 iron. When the trader’s list below quotes a gem at 10 silver, remember what that means in the game’s smallest unit: ten thousand iron coins of value, for one stone. And because coins are inventory items, carrying your wealth is a physical act — bank it. The bank exists precisely so your money cannot be lost or dropped, and a farmer who carries a fortune in their pack is a farmer one death away from a bad day.
Old Tamsin: The Trader’s Price List
Old Tamsin trades in the start town, under his stall in Alderbrook. Walk up, right-click him and choose Trade; he turns to face you. The Buy page lists what he holds and the Sell page what you carry that he would take, each with its price. Double-click a row, or select up to 50 and right-click. He always keeps a few hides, tomato seeds and seed potatoes, and ordinary copies of the starting tools at QL 30 that, unlike yours, can be improved.
The trader’s prices are the only published price list in Loamward, and they come from the official wiki’s game data — 234 kinds of item bought, each with a value at quality 100. Three rules govern what he pays. First, quality counts for a lot: an item’s worth goes with the square of its quality, so QL 50 fetches a quarter of QL 100, and damage takes off its share; tools are worth more or less by their metal. Second, each kind of thing has its own demand: every one you sell lowers what the next one fetches, and every one you buy raises what the next one costs. Third, each real day the demand for every kind that has been traded grows a little, so its prices keep climbing day after day, up to about four times where they started, until more is sold. The trader asks a little over what it pays, never less than a fifth of an item’s worth (with that markup) and never under 2 iron, and holds at most 80 of a kind. What you sell stays in stock for others to buy. Payment comes from the world’s coffer, which settlement upkeep, founding fees, guard hire and the trader’s own sales fill; the trader refuses a sale the coffer can’t cover.
| Item (at QL 100) | Trader pays | Why it matters |
|---|---|---|
| Heartfire emerald / ruby / opal / diamond / sapphire | 20 silver | The top of the list — fallen-star gems, 1 star in 4 |
| Emerald / ruby / opal / diamond / sapphire (cut gems) | 10 silver | Mined and cut; the steady high-value trade |
| Ember heart | 5 silver | From a plain fallen star |
| White wardstone | 2 silver | Refining material, top tier |
| Earthenware jug, tool satchel, mason’s chisel, bench anvil, axe head, forge hammer, rasp, tongs, lantern, oil lamp, great anvil | 1 silver | Crafted tools — the smith’s bread and butter |
| Golden wardstone | 90 copper | Refining material |
| Star marrow, quintessence, red wardstone | 40 copper | Refining materials from stars |
| Pink wardstone | 20 copper | Refining material |
| Pale quintessence | 15 copper | Refining material |
| Plated hauberk | 12 copper | Finished armor — note how little it pays next to its gems |
| Dross, camellia leaves | 3 iron | The bottom of the list |
| Loam, offcuts, fieldstone | 1 iron | Effectively worthless to the trader — sell these to players, or not at all |
Read that table the way a trader reads a market. The money is at the top, and the top is gems — heartfire gems from fallen stars at 20 silver, cut gems at 10 silver. Everything else is a long way down: a crafted tool pays a silver, a wardstone pays copper, and the bulk goods of the game — loam, offcuts, fieldstone — pay a single iron. The lesson is not that bulk goods are useless; it is that the trader is the buyer of last resort for bulk and the buyer of first resort for gems. Sell him what he pays well for. Sell everything else to players, or use it yourself.
And remember the quality rule, because it is the difference between a sale and a waste of time: worth goes with the square of quality, so a QL 50 gem fetches a quarter of its QL 100 value — 5 silver instead of 20 for a heartfire gem, 2 silver 50 copper instead of 10 for a cut gem. Never sell a low-quality gem to the trader if you can improve it first, or hold it until your Gem smithing can cut it better. Quality is the multiplier on every sale in this guide.
Each day the trader tops up a standing stock of five hides, five packets of tomato seeds and five of seed potatoes, and three each of the spade, hewing axe, miner’s pick, whittling knife, bucksaw, mason’s chisel, rake, firesteel, tool satchel and backpack at QL 30. Those QL 30 tools are the most important thing he sells: ordinary tools that, unlike your starting kit, can be improved. If you are starting out, buy the tools before you buy anything else.
The Daily Bounty: Free Coin, Every Day
Each day, from midnight UTC, Old Tamsin wants one thing: 20 boards, 5 raw meat, 10 potatoes, 3 dressed stone and the like, of at least a certain quality. Everyone sees the same bounty in the tracker. Bring it to him, right-click him and choose Bring today’s bounty: he takes the worst that will do, pays a few copper from the world’s coffer, and you bank 30 minutes of Hearthrest. Each player can bring it once a day.
The bounty is the best deal in the game, and it is best for two reasons that have nothing to do with the copper. First, it is the cheapest Hearthrest in Loamward: 30 minutes for a handful of goods you were probably making anyway, against an hour of sleeping for 15 minutes banked. Second, it is a daily reason to check the tracker, which also keeps an eye on your settlements’ upkeep, ripe and weedy fields nearby, and things waiting for you wherever you are — an animal you bred that is due to give birth, honey in a hive on your settlement, ripe fields on your settlements.
Farm the bounty the way you farm anything else: keep a small stock of the common bounty goods — boards, raw meat, potatoes, dressed stone — so that when the day’s bounty is one of them, you can bring it immediately instead of spending the day making it. The bounty pays a few copper; the Hearthrest it banks is worth far more than the copper, because Hearthrest doubles your skill gains, and skill gains are the foundation of every other income in this guide.
Fallen Stars: The Daily Jackpot
About once a day, at no set hour, a star streaks across the sky and falls to earth somewhere on open land. Everyone online is told roughly which way it fell, and for a while a pillar of light stands over the spot, in the colour of what the star holds, so it can be seen from far off. This is the highest-value event in Loamward’s economy, and it is the only one with published odds.
Break the star with a miner’s pick (Mining). Every star gives star iron, the finest metal there is. One star in four also holds a heartfire gem — an emerald, ruby, opal, diamond or sapphire with a spark of fire at its heart. A plain star gives an ember heart instead. Every star also gives four to eight star dust, and now and then heartfire grit (one in four), a wardstone (one in ten) or star marrow (one in fifty). Whoever breaks the star is named as its finder, and the finest of each kind ever found is kept in the Hall of Masters.
| What a star gives | Odds / amount | Trader value (QL 100) |
|---|---|---|
| Star iron | Every star | Finest metal — value in what you smith from it |
| Heartfire gem | 1 star in 4 | 20 silver |
| Ember heart (plain star) | 3 stars in 4 | 5 silver |
| Star dust | 4–8 per star | Refining draught material |
| Heartfire grit | 1 in 4 | Refining draught material |
| Wardstone | 1 in 10 | Up to 2 silver (white) |
| Star marrow | 1 in 50 | 40 copper |
Two more numbers govern the star economy. A star’s stone comes out between quality 30 and 100 by chance, not by skill: most are in the 30s and 40s, and each step higher is rarer — about one in twenty is over 87, and only about one in three hundred is 99 or 100. And because trader value goes with the square of quality, a QL 40 heartfire gem is worth far less than a QL 100 one — so the star’s value is a lottery twice over: first whether it holds a gem, then what quality the stone comes out at.
The farming advice is straightforward: when a star falls, go. The pillar of light is visible from far off, the announcement tells you roughly which way it fell, and the finder is named — so the star is a race, and the player who arrives first with a miner’s pick wins the 20 silver. Keep a pick in your satchel at all times for exactly this reason. And do not sell a heartfire gem to the trader the moment you get it: a heartfire gem or an ember heart can also be set in a settlement’s pillar as its heartstone, and a heartstone’s gift may be worth more to your settlement than 20 silver in your pocket.
| Heartstone | Gift on the settlement’s land (30 days) |
|---|---|
| Emerald | Crops grow a quarter faster, and trees grow a third more often |
| Ruby | Fires (forges, ovens, kilns, campfires, smokers) burn their fuel a quarter slower |
| Sapphire | Stamina comes back half again as fast, and hunger and thirst drain a quarter slower |
| Opal | Companions never lose their bond there, and breeding is easier |
| Diamond | The settlement’s upkeep is halved |
| Ember heart | Blacksmithing skill grows a quarter faster |
A heartstone burns for 30 days and dims over its last three; burned out, it is left at the pillar’s foot as a dimmed stone. Setting a new stone replaces the old one, after asking. The founder can set one, and so can citizens given the Heartstones switch, and the pillar’s orb takes the stone’s colour. The economic choice is real: a Diamond heartstone halves a settlement’s upkeep for a month — on a large settlement, that is worth far more than the 20 silver the gem would fetch from the trader. An Emerald heartstone makes crops grow a quarter faster — on a farming settlement, that is a month of better harvests. Sell the gem only when your settlement does not need the gift.
Refining and Gems: Turning Stones into Silver
Refining is where Loamward’s gem economy becomes a crafting economy. A finished weapon, shield or piece of armor can be refined, a level at a time from +1 to +9. Each level makes a weapon hit 2% harder, or a piece of armor protect 2% better; a +9 long sword hits 18% harder than a plain one. A refined thing goes by its level (“+3 long sword”) and shows a pale glow on its metal that grows with every level, which everyone around can see.
The skill that makes the thing sets how far you can take it: 10 for every level, so +5 needs 50 Blacksmithing for a plated hauberk, or 50 Tailoring for cloth armor. Each try takes 15 seconds and uses what the level needs from your pack. Metal is refined standing at a great anvil. Your chance is shown before you start: it is the level’s chance for a middling mind, better with more Wits and with a better draught, worse with poorer ones — never more than 95%.
| Level | Chance | Wardstone (for guarded refine) | Failure |
|---|---|---|---|
| +1 | 95% | None (thin tincture) | Costs only materials |
| +2 | 90% | None (tincture) | Costs only materials |
| +3 | 80% | Black wardstone | Costs only materials |
| +4 | 65% | Green wardstone | Drops a level |
| +5 | 50% | Blue wardstone | Drops a level |
| +6 | 38% | Pink wardstone | Drops a level |
| +7 | 27% | Red wardstone | Drops a level |
| +8 | 18% | Golden wardstone | Drops a level |
| +9 | 10% | White wardstone | Drops a level |
Up to +3, a failure costs only the materials: the thing is no better and no worse. From +4 on, a failure drops it a level — unless you choose Refine to +N, guarded, and add one more wardstone of the level’s colour: then a failure keeps the level it had. Nothing ever breaks. Light things take the least of each material, things of 5 kg and more the most; binding salts run 3–5 at +1 up to 12–18 at +9, and draughts 5–7 up to 25–30.
The draughts are a chain of their own, brewed with Apothecary in lots of five, each from a lot of the one below it and something rarer: thin tincture (dross, any Apothecary) → tincture (from 10) → thin decoction (star dust, from 20) → decoction (from 30) → strong decoction (from 40) → distillate (heartfire grit, from 50) → twice-drawn distillate (from 60) → pale quintessence (star marrow, from 70) → quintessence (from 80). Binding salts are a pinch of salt worked into 0.2 kg of ash, a lot of five. Dross — the base of the whole chain — comes from crafted things left to rot in a midden, which leave a tenth of their weight of it.
The farming logic: refining is a service economy. A +9 weapon is worth far more to a player than the sum of its materials, because the materials are common and the skill and the luck are not — 10% at +9, with a guarded refine costing a white wardstone (2 silver at the trader) on top. A smith who can refine to +5 (50 Blacksmithing) has a trade. A smith who can refine to +9 has a business. And the materials chain — star dust, heartfire grit, star marrow, wardstones — all flows back to fallen stars, which is why the star race in the previous section is the top of this economy too.
Gems themselves are the other half. Gem smithing cuts raw gems with a hone into rough, cut, fine and flawless stones, and refines cut gems. A cut gem pays 10 silver at the trader at QL 100 — half a heartfire gem, but a cut gem is a mined and crafted product, not a lottery win, and it is repeatable. Mine the veins, cut the gems, sell the cut stones. That is the steadiest high-value income in the game.
Farming for Coin: Crops, Tending and Bees
Crops grow on tilled field tiles you till yourself, and they grow one stage a real day, even while you are away: first shoots, seedlings, young plants, then in flower or filling out, then ripe. Once ripe a crop moves on more slowly, and a crop left too long rots to weeds. The farming skill is the farm: tilling trains Farming, and each tending adds to the harvest — tend once each stage, up to five times, and the better your Farming, the more each tending adds. A crop waiting to be tended grows weeds between its rows, thicker once it has gone to weeds; tending rakes them out.
Tilling takes a rake, on bare dirt: grass must be flattened away first and packed earth loosened, no tree, rock or water may be on the tile, and it must be flat enough for crops. Rice and reed are the exception — they grow only in still, shallow water, a tile of the world’s water (not a high pond) that is flat and lies wholly under water, every corner 10 to 40 cm below the surface. Till it with a rake standing beside it, just like dry ground, then sow and tend it as usual.
Seeds come from three places: foraging (vegetable seeds and seed potatoes turn up when foraging), the trader (tomato seeds and seed potatoes, five packets of each topped up daily), and picking seeds from what you grow or find — right-click a tomato, carrot, cabbage, cucumber, lettuce, pea pod, sugar beet or pumpkin (or wild or grown hemp, flax or strawberries) and choose Pick seeds. Every crop can be sown again from its own harvest. Picking seeds takes about a second an item, and on a stack it picks from up to ten at once.
Crops have a published difficulty order, easiest to hardest: potatoes, flax, rye and hemp, oats, pumpkins and cucumbers, barley and reed, carrots, wheat, cabbages, corn, tomatoes, lettuces, onions and strawberries, peas, garlic, rice, sugar beets. Farm the easy end first. Potatoes, flax, rye and hemp are the starter crops for a reason — they are forgiving, they feed the seed cycle, and flax and hemp feed the rope, cloth and tailoring economies downstream. Grains need a scythe in hand or in your tool satchel to harvest, which wears as you use it.
Bees are the multiplier on the whole crop economy. Crops within a hive’s reach are pollinated and give a better harvest, and a hive works every tile within reach — a square that grows with the hive’s quality (one tile plus the square root of its QL each way: about eight at QL 50). A hive holds up to 100 kg of honey and 20 lumps of wax, works by the real clock while you are away, and its bees work crops, grass and trees by their age, more in the warm months. Keep a hive by your fields: the pollination alone is worth more than the honey, and the honey is worth having too — it sweetens dishes, makes honey water for mead and lemonade, and beeswax seals food, keeping one item from spoiling until you break the seal.
Foraging, Botanizing and Fishing
Foraging and botanizing are the gathering incomes: no tools to buy, no fields to till, just ground and time. Right-click the ground you stand on, or a tile next to you, and choose Forage (food, vegetable seeds and odds and ends) or Botanize (herbs, wild grains and seeds). You may walk about while you search, as long as you stay within a tile of the spot. Each search finds exactly one thing, unless you can carry no more. Skill gives more searches per action: one at first, two from 26, three from 53, four from 80. Each search takes about 10 seconds at skill 1, less with skill.
The limits are published and worth knowing: only about half of all tiles hold anything at all, and forage and herbs are separate — a tile may have one, both or neither. A searched tile is empty for a day of game time (three real hours). What turns up depends on the ground: open grass, woodland, bushes, moss, peat or wet mud. Bare dirt, sand, rock and water give nothing. Foraging on wet mud needs Foraging 43; botanizing needs Botanizing 27 on wet mud, 35 on moss and 42 on peat; nothing to eat grows on peat. Some finds are commoner in certain places: mushrooms only next to trees, rice seeds, wild reed and water mint near water, acorns near oaks, cowberries and hazelnuts near bushes, wild hemp and woad away from trees.
The coin in foraging is indirect but real. Vegetable seeds and seed potatoes feed your fields. Herbs, spices, mushrooms, eggs and wild grains go into the cooking pot. Acorns roast into a brew. Many finds mix into poultices. And the finds themselves have trader values — modest ones, but a full pack of gathered goods sold to the trader is a real income for a new player with no tools and no land. The gathering loop is also the fastest way to train the two skills that gate everything else: Foraging and Botanizing are the skills that find the seeds, and seeds are the start of the farm.
Fishing is the slower, richer cousin. You need a rod: a pole (whittling knife on a whole 1 kg haft, Carpentry), a line (0.1 kg flax or hemp twisted by hand, Ropemaking), and a hook (wooden, from 0.05 kg of offcuts, or forged from 0.02 kg of any glowing metal). Cast with the rod in hand or in your satchel, right-clicking water within two tiles — at least 40 cm deep, and not in caves. Each cast takes 18 seconds at first, down to 11 with skill, and you cast again and again until you move, press Escape, the line snaps, or you can carry no more.
| Fish | Water | Size | Notes |
|---|---|---|---|
| Perch | Rivers, lakes, ponds | 0.1–0.6 kg | Common |
| Roach | Rivers, lakes, ponds | 0.05–0.35 kg | Common, easy |
| Brown trout | Rivers | 0.3–2.5 kg | Fairly common |
| Eel | Rivers, lakes | 0.3–2 kg | Uncommon |
| Salmon | Rivers | 2–9 kg | Rare, hard, needs 1.2 m depth |
| Pike | Lakes, ponds | 1–8 kg | Uncommon, hard, needs 1 m depth |
| Carp | Lakes, ponds | 0.5–6 kg | Fairly common |
| Tench | Lakes, ponds | 0.3–2.5 kg | Fairly common |
| Herring | Sea | 0.1–0.4 kg | Common |
| Mackerel | Sea | 0.3–1 kg | Common |
| Cod | Sea | 1–10 kg | Uncommon, needs 2 m depth |
| Sea bass | Sea | 0.5–4 kg | Uncommon, hard |
| Flounder | Sea | 0.3–2 kg | Fairly common |
Fish bite best at dawn (4:00 to 7:30) and dusk (18:30 to 22:00), and a little better in the rain. Bait is not needed, but it brings far more bites and draws the bigger fish: grubs (now and then when you chop a fallen trunk into timbers, the best), earthworms (about one dig in eight on grass, dirt or wet mud), and fish scraps (one lot from every fish you fillet). A bite is a Fishing check against the fish, harder the bigger it is; a bad miss on a big fish snaps your line, damaging the rod. A landed fish’s quality comes from your skill (helped by the rod) and how well you did. Fillet it with a butchering knife — about 8 seconds, under half the fish’s weight in fillets of up to 0.2 kg each, plus a lot of fish scraps for bait — and cook the fillets soon, because whole fish and raw fillets spoil quickly. Land every kind and you earn the Master Angler title. The coin in fishing is the fillets and the scraps: food that feeds the work that earns the coin.
Animals, Wool, Eggs and Charcoal
Animals are a slow income with a low floor: they eat, they grow, they give, and they do it on the real clock while you do other things. Shearing sheep needs scissors (two scissor blades smithed on the bench anvil, any glowing metal, put one on the other). With scissors in hand, right-click a sheep, ram or lamb and choose Shear: you get wool by the animal’s age, 0.1 kg from a young one up to 0.6 kg from an ancient one, better the more skilled you are in Animal husbandry. Each sheep can be shorn about once a real day. A settlement’s sheep are shorn only by those it allows to tend its animals; the start town’s are anyone’s.
Hens you keep lay a bird’s egg at their feet about once a real day, as long as fewer than six eggs already lie there. Butchering hens and roosters gives feathers. Cut grass with a scythe (or a knife, which cuts poorer grass): one to three handfuls of cut grass per tile, a day to grow back. Drop the cut grass on the ground and after three real days it dries into hay. Cut grass binds into thatch just like reed. Animals eat both, so they are good for winning an animal’s trust — and trust is the start of the companion and breeding economies: win an animal’s trust with food it eats, keep one companion at a time, breed your herd, and from Animal husbandry 10 you can see an animal’s traits, from 50 when a mother is due.
Charcoal is the industrial animal of this section. Charcoal burns as hot as coal and makes steel just as coal does. To make it: with tinder sticks in hand, create a charcoal pile from a 24 kg timber, then right-click and continue building with 20 more timbers and 2 heaps of loam to cover it (Firemaking). Light it with a firesteel and tinder sticks carried. It smoulders for one to six real days, longer the better it was built, turning out charcoal, pitch and ash — more and better from a better pile (a QL 30 pile gives about 17 of each). Open it to take them out whenever you like. Charcoal feeds the forge, pitch feeds the bee smoker, ash feeds binding salts — one pile feeds three economies, and that is the kind of farm that pays.
Cooking and the Kitchen Economy
Raw food keeps you going; cooked food does far more. A dish fills the food bar by its quality, feeds the four needs and raises your nutrition — and nutrition adds up to about 5% to your skill gains, which is the quiet link between the kitchen and every other income in this guide. About 117 dishes and drinks are listed on the wiki’s Dishes page. Four skills cover the kitchen: Cooking (most dishes), Baking (doughs, breads, pastry and pies), Milling (flour, oil, salt, spice blends) and Dairying (cream, butter and cheese).
| Vessel | Made from | Holds | Used for |
|---|---|---|---|
| Cooking pot | 2 kg of clay by hand, fired | 6 kg food, 6 kg liquid | Stocks, soups, stews, porridges, boiled things — campfire or oven |
| Cauldron | 5.5 kg of any glowing metal at the great anvil | 30 kg food, 64 kg liquid | Anything a pot cooks, by the potful, and wort |
| Frying pan | 1 kg of any glowing metal at the great anvil | 3 kg | Fried things, pancakes, toast |
| Baking stone | Mason’s chisel on 4 kg of rubble | 3 kg | Breads, roasts, pasties |
| Pie dish | 0.8 kg of clay by hand, fired | 3 kg | Pies, cakes, cornbread — oven only |
| Mixing bowl | 1 kg of clay by hand, fired | 4 kg food, 2 kg liquid | Doughs, pastry, batter, cream, salads, sandwiches — mixed by hand, no fire |
| Butter churn | Fine carpentry | 6 kg liquid | Butter, churned by hand |
A dish’s quality is the average of what went into it plus a bonus for a good roll, held back by your skill and the vessel’s quality — and more so the finer the dish. Your Cooking skill caps how good a dish can be: four times your skill for plain fare down to once for feasts. A vessel holds up to 12 separate things. Fill it by taking the vessel in hand and right-clicking each ingredient; for liquid, fill the pot at the water like a jug. Not sure what you are making? Taste and think on the vessel tells you which dish its contents are closest to and what is missing.
Cooking it: drag the pot, pan, baking stone or pie dish into a burning campfire or oven. Contents heat for about two minutes (less in an oven, which heats half again as fast), then turn into the dish at a moment of their own, usually within a minute or two more. A pot cooks even while you are away from it. Some dishes want a particular fire: breads, pies, cakes and roasts are made in an oven; ember potatoes, roasted corn and toast only over the open flames of a campfire; the rest in either. The kitchen economy is a service economy — a good cook feeds the workers, the workers work faster and learn faster, and the cook’s dishes are the fuel for the whole island. Sell the food, or sell the feeding: either way, the cook eats.
Trading with Players, Settlement Traders and the Bank
The trader is the floor of the economy. Players are the ceiling. Trading with other players is a formal system, not a handshake: point at another player within 4 m and choose Trade; they are asked, and have 30 seconds to say yes. A trade window opens for both of you: drag items from your pack into your offer (right-click one to take it back) and choose Offer coins to add money. Starter tools, settlement pillars and loose coins can’t be offered as items. Nothing leaves anyone’s pack until both of you press Accept. Any change to either offer clears both acceptances and locks Accept for three seconds, so nobody can be caught out by a last-moment swap. When both accept, everything is checked again — still carried, room to carry what comes — and swapped in one step, or nothing moves and you are both told why. Walking apart, leaving the game or Call off ends the trade.
That three-second lock is the detail that matters for a farmer: it means player trading is safe to use for real money, and it means the player market is where the trader’s prices stop applying. The trader pays a silver for a crafted tool; a player who needs that tool now, in the quality they need, may pay more — or less, if the market is full of them. No best-seller ranking is published, and no player price list exists, so the only way to learn the player market is to be in it: offer, watch what sells, watch what does not, and price by what the island will bear.
A settlement can hire a trader of its own: the founder hires one at the pillar for 25 silver from the coffer, which must still hold a month of upkeep afterwards. That money becomes the trader’s purse. You are given a trader’s contract: stand on your settlement where the trader should keep shop, on dry open ground, and choose Set up from the contract’s menu. The trader stands there as “your settlement’s trader” and trades like Old Tamsin, with its own stock and prices — but pays sellers only out of its purse (refusing what it can’t pay for) and keeps what buyers pay it, so it does well where people buy. It keeps no standing stock. The pillar’s menu shows its purse and wares and offers Send the trader away: its purse goes back into the coffer and its stock is left in a pile. Abandoning a settlement refunds the trader’s purse too; a settlement that runs out of upkeep loses it.
The bank is the third leg. Every player may keep one bank account, opened at any settlement pillar, the start town’s too (Open a bank account here). That pillar is your home bank. At it you Pay money in, typed in coins such as “2s 50c”; at any pillar you can Take money out (it comes out as coins) or pay a settlement’s coffer From your bank. Make this your bank moves your account to another pillar; the move takes 24 hours, or happens at once if the old settlement is gone. Money in the bank isn’t carried, so it can’t be lost or dropped. When you abandon a settlement with a bank account, its refund goes into your bank. Bank early, bank often — the island rewards the farmer whose coin is safe.
Settlements as a Business
A settlement is a business with a balance sheet, and the numbers are published. Founding takes work, not money: a pillar made with a mason’s chisel on 5 kg of rubble (Stone cutting), placed on dry ground, with a name of 3–20 letters and borders 5–200 tiles each way from the pillar, up to 40,000 tiles in all. The border glows green where you may found, red too close to another settlement, purple with a dangerous animal on the land, and grey for anything else.
| Cost | Amount |
|---|---|
| Upkeep | 20 iron coins a tile every 30 real days (an 11×11 settlement: 24 copper 20 iron a month) |
| Guard hire | 2 silver to hire, 1 silver a month each |
| Guard limit | 3; 4 at 196+ tiles (14×14); 5 at 245+ tiles (16×16) |
| Settlement trader | 25 silver from the coffer, which must still hold a month of upkeep afterwards |
| Re-found within 30 days of last free founding | 5 silver |
| Coffer starts with | A week already paid |
Upkeep is taken from the coffer bit by bit, even while you are away, and anyone may pay any amount in at your pillar, typed in coins or iron. With less than a week left you are warned when you log in; if the coffer runs dry the settlement disbands with nothing returned. Guards watch the settlement and go after wolves and other hostile animals near it; your bank account pays first if it can. A guard sent away gives nothing back.
The business logic follows from the table. Keep the settlement small until the income covers the upkeep — an 11×11 settlement costs 24 copper 20 iron a month, which is a handful of trader sales or a few days of bounty money, but a 200-tile settlement costs ten times that, and a settlement that disbands returns nothing. Hire guards only when the land needs them: wolves and bears roam the wild, but a settlement nobody attacks does not need five guards at a silver a month each. And weigh the Diamond heartstone against the upkeep line: a Diamond heartstone halves upkeep for 30 days, which on a large settlement is worth far more than the 20 silver the gem would fetch from the trader. The settlement that survives is the one whose coffer is always a month ahead.
A Daily Coin Loop
Here is a daily loop that fits the systems above and compounds over a month.
- Bounty first (10 minutes). Check the tracker, bring Old Tamsin’s daily bounty, bank the coins and the 30 minutes of Hearthrest. This is the only free coin in the game — never skip it.
- Fields and hives (20 minutes). Tend the crops (once per stage, up to five times), check the hives, take the honey and wax. Crops grow one stage a real day, so a daily visit is the whole farming schedule.
- Forage and fish on the way (20 minutes). Forage and botanize as you walk — searches are free, and seeds feed the fields. Fish at dawn or dusk if you are near water; bait with grubs, earthworms or fish scraps.
- Make and improve (30 minutes). One craft, one improvement step, one repair. Spend the banked Hearthrest here, paused for easy work and unpaused for the hard work.
- Trade (10 minutes). Sell the gems and tools the trader pays well for; hold the rest for players. Check the trader’s standing stock for QL 30 tools you still need.
- Stars and banking (when they happen). When a star falls, go — pick in the satchel, always. Bank the coin before you log out; bank money cannot be lost or dropped.
Over a month, that loop is thirty bounties, thirty tendings, a rising stack of cut gems, and a settlement whose coffer stays ahead of its upkeep. The coin does not come from one big score. It comes from the daily habit, the way the harvest does.
Common Mistakes
- Selling a low-quality gem to the trader: worth goes with the square of quality, so QL 50 fetches a quarter of QL 100. Improve it first, or hold it.
- Forgetting the coffer: a settlement that runs dry disbands with nothing returned.
- Founding too big, too early — upkeep is 20 iron a tile every 30 days, and a large settlement’s upkeep eats a small income whole.
- Carrying your wealth instead of banking it: bank money cannot be lost or dropped.
- Selling a heartfire gem for 20 silver when your settlement needs its heartstone gift more.
- Refining past +3 unguarded: from +4 a failure drops a level; a guarded refine keeps it.
- Letting a tool hit 100 damage: it breaks and is gone. Repair often.
- Ignoring the daily bounty — free coin and 30 minutes of Hearthrest, once a day, every day.
- Missing a fallen star because your miner’s pick was in a chest instead of your satchel.
- Paying a third party for Loamward Gold or items: no listing was verified, and player prices are player-set — any offer is unverified by MMODude.
Frequently Asked Questions
What is Loamward's currency?
Four coins, each worth 100 of the one below: iron, copper, silver and gold — 1,000,000 iron to a gold. Coins are inventory items; only the coins you carry count as your money. Bank your coin so it cannot be lost or dropped.
What does the trader pay for gems?
At quality 100, a heartfire gem pays 20 silver and a cut gem pays 10 silver. Worth goes with the square of quality, so QL 50 fetches a quarter of QL 100 — never sell a low-quality gem if you can improve it first. The full list is in the official wiki's Trader reference.
How do fallen stars work?
About once a day, at no set hour, a star falls on open land and a pillar of light marks the spot. Break it with a miner's pick: every star gives star iron, one in four holds a heartfire gem (a plain star gives an ember heart instead), and every star gives 4–8 star dust, with heartfire grit (1 in 4), a wardstone (1 in 10) or star marrow (1 in 50) now and then.
Is there a published price list for player trading?
No. The trader's prices are published in the official wiki's game data, but player-to-player prices are player-set — there is no best-seller ranking and no published price list. Learn the player market by trading in it.
Can your progress be wiped in Loamward?
Yes. Loamward is an open alpha on a single server, and the official site warns players to expect rough edges, changes, and the odd world wipe — so treat anything you build as temporary for now, and keep your coin in the bank.
Can I buy Loamward Gold or items?
Not from a verified seller. No Loamward listing was verified on any checked marketplace, so do not pay a third party for Loamward Gold or items. In-game, coin comes from work — the trader, the daily bounty, fallen stars, and trading with other players.
Sources
Checked November 12, 2026. Game systems change with patches, so confirm numbers in game. Where a number is not published, this guide says so instead of inventing one.
- MMODude: Loamward (launched Nov 11, 2026, five days early, free to play, no verified listing)
- Steam: Loamward (no classes or levels, Firstfurrow Isle, crafting, settlements, seasons)
- Bramblewright Games: Loamward (Alderbrook start, 16 km island, world wipes, veteran-owned studio)
- Official Loamward Wiki (game-data reference: trader values, money, settlements, fallen stars, refining, farming, fishing, cooking)
- itch.io: Loamward (alpha contents, skills grow with use, trade and coin, up to 5 characters)
- Loamward devlog: Alpha 0.1.20 (Nov 1, 2026 — hand-built homes, carts, tailoring, new Firstfurrow Isle, 68 achievements)