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How the Catalyst reset works
The Lantern is the reset point for ordinary enemy farming. The in-game tutorial states: “Resting at a Lantern has the following effects: Health and Nephtoglobin are fully restored. All non-boss enemies are revived.” That means you can turn a compact group near a Lantern into a repeatable route: kill the group, collect its Catalysts, return to the Lantern, rest, and fight the same enemies again.
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Resting does not restore every enemy type. The practical dividing line is whether the enemy is a regular non-boss spawn. Red-eyed elites that have entered the Enraged state and all bosses remain defeated. AllThingsHow describes the same rule: regular enemies return after a Lantern rest, but Enraged elites and bosses do not.
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- Regular, non-boss enemies.
- The Catalyst payout from those enemies, each time they are defeated again.
- Enemy groups positioned close enough to a Lantern to make a practical loop.
What stays defeated
- Enraged elites with glowing red eyes.
- Bosses.
- World Catalyst Clots.
- Most quest and boss-reward sources.
Those limits are why a route built around ordinary enemies can be repeated, while a route built around a clot, elite or boss is a one-time collection opportunity.
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A reliable Lantern farming loop
- Activate a Lantern. Use the Lantern nearest the enemy pack you intend to farm. A short run back matters more than a large route with a long return trip.
- Check the targets. Confirm that the group consists of regular enemies, not red-eyed Enraged elites. Only the regular group is guaranteed to return.
- Clear the pack. Defeat every regular enemy in the selected cluster so you do not leave part of the payout behind.
- Collect the Catalysts immediately. Carrying an unspent pile into a dangerous area exposes it to the death-and-recovery rules described below.
- Return to the same Lantern and rest. The rest restores health and Nephtoglobin and revives the regular enemies in the route.
- Repeat until you have enough for your next purchase or level. Spend the currency at the Lantern before attempting a riskier section.
The loop is most efficient when the enemies are close to the Lantern, the combat is consistent, and the payout per clear justifies the travel time. A large crowd is not automatically better: a compact group of high-value enemies can produce more Catalysts for less running.
Best repeatable routes currently documented
MetaBot.GG’s route calculations identify Tribunal Square in the City of Orphans as the strongest measured repeatable cluster. Old Mine in the Caverns is the best documented early-game option before later regions are available.
| Route | Region or chapter | Enemies or payout | Repeatability and use |
|---|---|---|---|
| Tribunal Square | City of Orphans | 37 nearby regular enemies; 13,910 Catalysts per clear | Repeatable after resting at the nearby Lantern; highest cited route payout |
| Old Mine | Caverns | 8,945 Catalysts per clear | Repeatable and the strongest cited early route |
| Trenches Lantern | Chapter 1 | Three Risen Soldiers; payout not stated | Short, safe starter loop |
| Marketplace barn | Fallen Village, Chapter 3 | Five Shambling Civilians; payout not stated | Compact group suitable for early progression |
| Under the Bridge Lantern | Chapter 5 | One Remnant of the Iron Regiment; payout not stated | Repeatable regular-enemy target once this area is unlocked |
| Chapel Lantern | Chapter 10 | One Remnant; payout not stated | Late-progression single-target loop |
The later routes in the table do not have published per-clear totals in the available figures, so they should be judged by your own clear speed, safety and travel distance rather than by an assumed payout. The chapter listings and enemy counts come from AllThingsHow’s route guidance.
Tribunal Square: best measured total
Tribunal Square pays 13,910 Catalysts for the 37-enemy clear measured by MetaBot.GG in 2026. Its value comes from the combination of a dense pack and repeatability, not from a claim that every individual enemy has the highest possible payout. If you can clear the group without frequent healing or deaths, this is the leading general-purpose farm among the documented routes.
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Old Mine: the early-game choice
Old Mine pays 8,945 Catalysts per clear in MetaBot.GG’s calculations. It is the practical choice before City of Orphans is available. Because early characters usually spend more time traveling and have less damage, a shorter, safer Old Mine run can outperform a theoretically richer route that you cannot clear reliably.
Chapter-based fallback routes
The Trenches Lantern, Marketplace barn, Under the Bridge Lantern and Chapel Lantern provide progressively later alternatives. Their documented enemy counts make them easy to identify, but no comparable Catalyst totals were stated. Treat them as convenience farms: use whichever pack is closest to your current checkpoint and can be cleared repeatedly without consuming more resources than it returns.
Which enemies are worth farming?
Enemy value varies substantially. MetaBot.GG reports the following launch-build payout ranges:
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1Fix the driver behind crashes, sound loss and screen glitches2Clear out junk files and repair common Windows errors3Scan for outdated or missing drivers - takes under a minute| Enemy | Reported Catalyst payout per kill | How to use the figure |
|---|---|---|
| Eternal Guardsman | 1,200–2,700 | High-value regular target when positioned near a Lantern |
| Abomination | 1,500–3,500 | Highest listed range; only farm if the fight is consistent |
| Volunteer | 500–2,500 | Lower floor but useful in a dense, fast-cleared group |
These are ranges, not guaranteed fixed payouts. MetaBot’s route analysis emphasizes value per kill over raw enemy count: a compact cluster of strong enemies can beat a long route full of weaker targets. In practice, compare five things before committing to a farm:
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- Catalysts per complete clear.
- Average value per kill.
- Distance between the Lantern and the first and last enemy.
- How quickly you can reset and start the next clear.
- Combat risk, including whether a failed run can cost an unrecovered pile.
Do not include an Enraged elite in your expected repeat total. Its payout may be useful once, but it is not part of an infinite Lantern loop.
Increase each kill’s payout with Surplus Amber
Surplus Amber increases Catalyst earnings per kill. AllThingsHow reports three ranks:
| Surplus Amber rank | Bonus per kill | Reported location |
|---|---|---|
| I | +10% | Valley of Ashes, near Military Camp Lantern |
| II | +12.5% | Caverns, near Old Mine Lantern |
| III | +15% | The Outskirts, near Market Square Lantern |
The bonus applies to kills, so it improves a route with many regular enemies and scales naturally with repeated clears. The listed locations are where the reported copies can be found; the figures do not establish that every route has the same travel cost to obtain them. If you are choosing between a high-count route and a high-value route, apply the bonus to the actual payout you can earn consistently rather than to a theoretical maximum.
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How death affects your Catalyst farming
Unspent Catalysts are not protected simply because you reached a Lantern. MetaBot.GG states that dying drops every Catalyst you are carrying at the death location. If you die again before picking up that pile, it is permanently lost. PowerUp Gaming gives the same warning: the second death removes the unrecovered currency.
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- After a successful clear, return to a Lantern and spend Catalysts before entering a dangerous area.
- If you die, treat recovery as the next objective rather than starting another farm.
- Follow the marker or route back to the dropped pile and pick it up before taking another fatal risk.
- If a second death occurs first, accept that the original pile is gone; it cannot be recovered through another Lantern rest.
MetaBot.GG also reports that Remnant’s Return absorbs lost Catalysts automatically. When that effect is available to your character, it changes the recovery risk; it does not make carrying a large unspent balance generally safe, because the ordinary drop rule still applies when the protection is not active.
One-time sources and the limits of farming
Lantern rests do not turn the entire Catalyst economy into an endless resource. A launch-build guide counted 191 world Catalyst Clots worth 342,450 Catalysts in total. Those clots are placed pickups, not regular enemies, so collecting one does not create a new payout every time you rest. Boss rewards and most quest rewards are similarly finite.
The repeatable portion is therefore the ordinary-enemy payout. Use one-time sources to fund a new area or major upgrade, then switch to a regular-enemy loop when you need a renewable balance. This distinction also prevents a common mistake: returning to a boss arena expecting its reward to reappear after resting.
Progression targets and version caveat
MetaBot.GG reports a level cap of 400. Its cumulative requirements are 602,002 Catalysts for level 50 and 165,974,460 for level 400. Those totals come from the PC launch build, Steam build 25907482, datamined on October 13, 2026. They are version-specific reference points, not guarantees for every future patch, platform or regional build.
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The same qualification applies to the Tribunal Square and Old Mine clear totals, enemy payout ranges and the world-clot count. A balance update can alter enemy rewards, route composition, level costs or the cap. If your in-game total differs, trust the current game build over an older guide.
Troubleshooting a route that does not reset
The regular enemies did not return
Confirm that you actually selected Rest at the Lantern rather than merely passing it, and verify that the targets were regular enemies. Enraged red-eyed elites and bosses are intentionally excluded from the reset.
The route pays less than expected
Check whether you cleared every member of the documented group and whether a Surplus Amber bonus is active. Published totals are measured route calculations; partial clears, missed enemies and different build values produce lower results.
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Return to the death location before attempting another combat encounter. The second death deletes the unrecovered pile, so farming again before recovery can make the loss permanent.
The route is technically rich but inefficient
Measure a full cycle from Lantern rest to the next rest. Include travel, healing, failed attempts and time spent recovering dropped Catalysts. A safer route with a lower listed payout can produce more Catalysts per minute for your character.
Quick Recap
Practical farming checklist
- Choose a Lantern beside a regular, non-boss pack.
- Exclude Enraged elites and bosses from repeat calculations.
- Record one complete clear, including travel and reset time.
- Prefer value per kill and consistency over enemy count alone.
- Collect the dropped Catalysts and spend them before a high-risk run.
- Recover a death pile immediately; a second death erases it.
- Equip the highest Surplus Amber rank you have for a kill-based route.
- Use launch-build numbers only as dated benchmarks, because patches can change them.
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