Guide

Orb of Creation — Master Agromancy and Druidry

Orb of Creation 1.0 Agromancy and Druidry guide: Oak Trees, wood, Verdant Energy, Conjure Life, Construct, Vigor upgrades, and v1.0.3 growth speed buffs.

Agromancy and Druidry form Orb of Creation 1.0's World pillar—plant growing, harvesting, and nature research that gates wood, advanced plants, and mid-game progression. The accompanying video walks through sapling to success: planting, Verdant Energy management, Druidry unlock, and Vigor prioritization.

Spells Before You Plant

Unlock Conjure Life and Construct in the Spellbook first. Conjure Life generates Verdant Energy for growth; Construct generates Skill for chopping. Assign both to spell bar keys before opening the Agromancy menu.

First Oak Tree and Wood

Open World tab → Agromancy, select an empty plot, plant a sapling, and cast Conjure Life until the tree matures. v1.0.3 reduced Oak Tree growth from four minutes to one minute. Harvest with the axe action while casting Construct for Skill.

Druidry and Vigor Priority

Spend 50 wood and 1,000 knowledge to unlock Druidry. Buy Vigor first to reach 200 maximum Verdant Energy for Druidry II. Life Weaver and Natural Expansion after Druidry II modify Agromancy actions directly.

Frequently Asked Questions

How do I get wood in Orb of Creation 1.0?
Unlock Agromancy, plant an Oak Tree sapling with Verdant Energy from Conjure Life, then harvest with Construct generating Skill. One tree yields about 100 wood.
What is the first Druidry upgrade to buy?
Vigor—it raises maximum Verdant Energy capacity so saplings finish growing instead of stalling mid-cycle.
How much wood and knowledge for Druidry?
50 wood and 1,000 knowledge after unlocking Agromancy. One Oak Tree harvest covers the wood cost.
Did Agromancy get faster after launch?
Yes. v1.0.3 halved growth times; v1.0.4 halved recovery for Force Tree, Magebloom, Dark Thistle, and Dreamberry.

Video Walkthrough

From Sapling to Success: Mastering Wood, Agromancy & Druidry