When Stone Bullet belongs in the loadout

Stone Bullet should be managed as a short ranged test, not as ammunition to fill the bag with just because it can be crafted. Use it when the route needs an opening shot, safer quest-item transport, or a controlled look at enemy density.

Do not make the first run a full-area clear. First learn whether the ranged plan reduces damage, repairs, and return pressure. If it only raises ammunition spend, it should not become a fixed voyage cost yet.

  • Pair it with a short route where the start, firing point, and retreat point are already chosen.
  • When carrying quest items or rare materials, spend shots to protect the return, not to add extra fights.
  • If comparing Copper Bullet, keep the route and enemy group the same before changing the ammunition tier.

Crafting inputs and supply floor

Track workbench inputs, Pearl, Homemade Gunpowder, and voyage supplies separately. Ammunition materials should not consume the food, repair, or return margin; otherwise the route becomes expensive before the first shot.

Write two numbers before departure: how many shots belong to the objective, and how many must stay reserved for retreat. Objective shots can serve the quest or entrance clear; retreat shots exist only to get back to the ship, camp, or fast travel point.

  • Protect one return floor each for food, repairs, and ammunition.
  • If Pearl or gunpowder is short, rebuild stock before raiding emergency reserves.
  • Leave at least one bag slot for quest items or loot so a won fight still pays out.

Route, enemies, and retreat point

Keep the first Stone Bullet test to one enemy group or one entrance. Choose the retreat point before the pull: ship edge, camp edge, a cleared fork, or high ground. Then test enemy approach speed, reload gaps, and the path home.

End the run when enemies reach the firing point, ammunition touches the retreat reserve, repairs start limiting movement, or the quest item is secured. Ammunition should reduce risk, not stretch a short test into a long fight.

  • Enemies close too quickly: move the firing point back or bring control first.
  • Ammunition drains too fast: reduce the target count and test one fight window.
  • Return pressure is too high: move the firing point closer to the ship or camp before pushing deeper.

Next-run decisions

After the run, check three results: shots spent, repairs or recovery avoided, and whether the route brought quest items home safely. If two of those did not improve, do not increase the ammunition budget next time.

Change only one variable on the next attempt: shot count, opening distance, backup melee weapon, or whether to move to a higher-cost ammunition tier. Changing everything at once makes it hard to tell whether the ammunition helped or the route simply got easier.