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Merchant Contracts
April 18, 2026 at 05:21 PM
Added image column with 6 item icons to 1 table
Merchant Contracts are the items that turn the abstract idea of a settlement economy into a real base feature in Windrose. The current live contract pages show three contract items, and each one builds a merchant station that sells goods for Piastres inside your base.
Contract | Current Buy Source | Current Price | Builds |
|---|---|---|---|
Merchant Contract: Natural Resources | Civilians - Level 2 | 100 Piastres | Merchant: Natural Resources |
Merchant Contract: Food | Civilians - Level 2 | 100 Piastres | Merchant: Food |
Merchant Contract: Animal Products | Buccaneers - Level 2 | 100 Piastres | Merchant: Animal Products |
A roof
Bonfire range
Piastres to actually buy goods once the station is built

That last point matters. Buying the contract does not stockpile resources by itself. It unlocks a merchant station, and then you still spend Piastres on the actual goods.
Contract | Current Stock Summary |
|---|---|
Natural Resources | Baseline supply starts with Wood, Stone, Clay, and Plant Fiber. After local threats are cleared, the station adds Sulfur, Hardwood, and Tree Bark |
Baseline supply starts with Coconut. After Coastal Jungle threats are cleared, the station adds Banana, Sweet Potato, Cayenne Pepper, and the seeds for those crops. After Foothills threats are cleared, it adds Lime, Aloe, Corn, Tomato, Flax, and their seeds | |
Animal Products | Baseline supply starts with Crab Meat, Dodo Egg, Feather, and a starter bird-meat entry. Later stock expands into larger meat, hide, tusk, fat, fang, horn, and bezoar materials as threats are cleared |
Image | Station | Item | Current Price |
|---|---|---|---|
| Merchant: Natural Resources | 25 Piastres for 1 | |
| Merchant: Natural Resources | 25 Piastres for 1 | |
| Merchant: Natural Resources | 40 Piastres for 1 | |
| Merchant: Natural Resources | 50 Piastres for 1 | |
| Merchant: Food | 10 Piastres for 1 | |
| Merchant: Animal Products | 20 Piastres for 1 |
They smooth out shortage management once your base is established.
They reduce the pain of basic resupply on long-running worlds, especially shared worlds.
They are separate from ordinary vendor listings on raw item pages, so it is normal for a raw item page to say ordinary vendors do not trade that item while a contract station still sells a matching supply version.
Trading and Merchants - the larger money and vendor framework around contracts
Settlement Building - where merchant stations fit into a real base
Resources - the material shortages Merchant Contracts can help solve
Food and Potions - why the Food contract matters once cooking expands
Merchant contracts are passive logistics tools, not instant panic buttons. Once the merchant station is built at your base, each order runs on a long real-time timer. Launch-week creator testing put the cycle at roughly 70 minutes (community-reported; verify in-game) per delivery, so the contract system works best when you queue it before a long exploration session and come back later to collect the crate.
Contract | What It Solves | Transcript-Backed Example |
|---|---|---|
Animal Products | Hide and leather bottlenecks for armor, bags, and base upgrades | Rough Hide orders arrive as bulk crates. Creator testing reported 20 Rough Hide per crate, which is why this contract smooths the tanning chain so aggressively. |
Natural Resources | Late basic-material shortages once chopping and mining become dead time | Hardwood crates arrive in large batches, with creator testing reporting 50 Hardwood per crate after the relevant region unlocks. |
Crop and seed stability once cooking becomes part of your regular buff routine | Seed crates can hand out planting stock such as Flax Seeds, letting one unlocked crop snowball into a self-sustaining farm. |
Most players get the Animal Products contract first because rough hide sits in the middle of too many early progression chains. It feeds bags, leather crafts, armor pieces, and several station-side recipes. If your camp always feels one material short, hide is usually the culprit before hardwood or cooked food are.
The Natural Resources contract catches up once the Foothills are open and hardwood becomes a recurring tax. The Food contract matters most once you already have seedbeds, cooking ambitions, and enough garden space to turn delivered seeds into a permanent crop loop.