List of Resources

This is a list of all Resources in the game. See the main article on Resources for strategies and descriptions of how to use them in the game.

This list focuses on how you can gather or produce the resources yourself. For acquiring resources via trading, see the article on Trader Wares.

Food

 * See Also: Resolve

Every few minutes, your Villagers will go to rest at a Hearth and try to eat food from your Storage. If they cannot eat, they will get a Resolve penalty called Hunger that can stack if they miss multiple meals, multiplying their Resolve penalty. Alternatively, if cooked and produced food goods, called Complex Food, is available then villagers will eat that instead of raw food. Since Complex Foods reward a bonus to Resolve, you will make the production of Complex Food an early objective of every settlement. This requires that your settlement have a steady income of raw food, among other goods.

Raw Food
Initially only raw food will be available around the beginning of each settlement, from deposits, as explained above. Raw food is an inefficient way to feed your villagers and keep them from going hungry. Complex Food feeds more villagers than raw food, but requires raw food as ingredients.

You can prevent your villagers from eating raw food ingredients via Consumption Control. For example, if you are running low on and need it to make  for more efficient food like, you may decide you need to prohibit your villagers from eating.

Gathering Camps and Farms produce raw food, among other things. See the sections on Resource Deposits and Farming.

Complex Food
Main article: Complex Food Need

Complex Food goods are produced from raw goods and will satisfy the villagers' needs for Complex Food. Villagers prefer these food items over raw food. Besides giving a benefit to Resolve, Complex Food more efficiently feeds your villagers, because their recipes yield more goods than the number of raw ingredients used to produce them.

Like you can do with raw food, you can prohibit your villagers from eating Complex Food through Consumption Control. However, unlike with raw food, they will get a small penalty to their Resolve when you deny them Complex Food.

For more information, click on the good to see more about its recipes' ingredients, production times, and producing buildings.

{| class="wikitable mw-collapsible sortable" ! Complex Food !! Species Preferences !!colspan=2| Ingredients and Options !! Production Buildings
 * + Producing complex foods and which species prefer them














 * }
 * }

Building Materials
Building materials are used for constructing new Buildings and in recipes that require these as ingredients to produce other goods. You can also produce each with some of these goods.

Note that the number of ingredients required, the number of goods produced, and the time it takes to produce depend on the efficiency of the recipe. Consult the Recipes Panel in the game or the buildings' or good's page for further details.

{| class="wikitable sortable mw-collapsible" style="layout:auto" ! Building Material !!class=unsortable| Recipe Ingredients and Options !!class=unsortable| Production Buildings
 * + Building materials


 * ||rowspan=2 colspan=2 style="max-width:20em"| Producing Parts and Wildfire Essence is only possible with a special production building only found in Dangerous and Forbidden Glades, the Rainpunk Foundry.
 * }
 * ||rowspan=2 colspan=2 style="max-width:20em"| Producing Parts and Wildfire Essence is only possible with a special production building only found in Dangerous and Forbidden Glades, the Rainpunk Foundry.
 * }
 * ||rowspan=2 colspan=2 style="max-width:20em"| Producing Parts and Wildfire Essence is only possible with a special production building only found in Dangerous and Forbidden Glades, the Rainpunk Foundry.
 * }
 * }
 * }
 * }

Consumable items
Consumable items include goods consumed to satisfy Clothing Need] and [[Services Needs. Some of these items can also be used as ingredients when producing a.

Note that the number of ingredients required, the number of goods produced, and the time it takes to produce depend on the efficiency of the recipe. Consult the Recipes Panel in the game or the building's or good's wiki page for further details.

Clothing Goods
Some species require Coats to satisfy their Clothing Need.

Services Goods
These goods are used in buildings that provide services that satisfy villagers' Services Needs. They are also useful as ingredients when making each.

Additionally, at least one of these resources can be gathered as bonuses from trees or deposits. If you have no access to their main production methods, you will still find a few as bonuses. See Resources for details.

{| class="wikitable mw-collapsible sortable" ! Service Goods !! Service !!class=unsortable| Species Preferences !!colspan=3 class=unsortable| Recipe Ingredients and Options !!class=unsortable| Production Building
 * + Consumable goods for services
 * || Icon_Need_Leisure.png Leisure ||
 * || Icon_Need_Leisure.png Leisure ||


 * || Icon_Need_Religion.png Religion ||
 * || Icon_Need_Education.png Education ||
 * || Icon_Need_Religion.png Religion ||
 * || Icon_Need_Education.png Education ||
 * || Icon_Need_Education.png Education ||
 * || Icon_Need_Education.png Education ||
 * || Icon_Need_Education.png Education ||
 * || Icon_Need_Education.png Education ||
 * || Icon_Need_Education.png Education ||




 * || Icon_Need_Treatment.png Treatment ||
 * || Icon_Need_Treatment.png Treatment ||
 * || Icon_Need_Treatment.png Treatment ||
 * || Icon_Need_Treatment.png Treatment ||


 * || Icon_Need_Brawling.png Brawling ||
 * || Icon_Need_Brawling.png Brawling ||
 * || Icon_Need_Brawling.png Brawling ||
 * || Icon_Need_Brawling.png Brawling ||
 * || Icon_Need_Brawling.png Brawling ||
 * || Icon_Need_Brawling.png Brawling ||




 * || Icon_Need_Luxury.png Luxury ||
 * || Icon_Need_Luxury.png Luxury ||
 * || Icon_Need_Luxury.png Luxury ||
 * || Icon_Need_Luxury.png Luxury ||




 * }
 * }

Crafting materials
Crafting materials include a variety of goods used in recipes that don't have another purpose except as intermediate products. These are the most diversely and frequently used resources, some being options for almost a dozen recipes. Materials for building Roads also falls into this broad category.

Crafting materials are split into roughly two groups. The first group is similar to raw food goods that are gathered from the map, so they are called here Raw Crafting Materials for simplicity. The second group is produced in production buildings, and they are called here Refined Crafting Materials to distinguish them from raw ones. There are some that appear in both lists: and  because they are easily obtainable both way (the latter especially as a bonus resource).

Crafting materials can frequently be found as rewards from Glade Events and Orders.

Additionally, several of these resources can be gathered as bonuses from trees and deposits. See Resources for details.

Note that the number of ingredients required, the number of goods produced, and the time it takes to produce depend on the efficiency of the recipe. Consult the Recipes Panel in the game or the building's or good's wiki page for further details.

Raw crafting materials
These crafting materials are gathered from resource deposits or farmed from fields.

Remember many of these are also gathered as bonuses from resource deposits, some with high probabilities; see Resources for details.

Refined Crafting Materials
These crafting materials are produced from recipes in buildings.

{| class="wikitable sortable mw-collapsible" ! Crafting material !!colspan=3| Recipe ingredients and options !! Production building
 * + Refined crafting materials and where they are produced








 * }
 * }
 * }
 * }
 * }

Trade Goods
Trade Goods are used in Trade and many Orders. Because these goods are at the end of long production chains, these items typically have the highest value among all of the resources.

Producing these items consumes more ingredients than most other recipes, so be careful. When fulfilling Orders, setting limits is recommended, so you don't inadvertently use up all your building materials and food.

is in this section, which is the exchange currency used between settlements (via Trade Routes), with Traders, and with the Smoldering City.

Note that the number of ingredients required, the number of goods produced, and the time it takes to produce depend on the efficiency of the recipe. Consult the Recipes Panel in the game or the building's or good's wiki page for further details.

{| class="wikitable sortable mw-collapsible" ! Trade goods !!style="max-width:5em"| Amber value (when sold) !!colspan=2 class=unsortable| Recipe ingredients and options !!class=unsortable| Production buildings
 * + Trade goods and where to make them
 * || 1.20 ||  ||
 * || 1.20 ||
 * || 1.20 ||
 * || 1.20 ||
 * || 1.20 ||
 * || 1.20 ||
 * || 1.20 ||
 * || 1.20 ||


 * || 1.80 ||
 * || 0.60 ||
 * || 1.80 ||
 * || 0.60 ||
 * || 1.80 ||
 * || 0.60 ||
 * || 1.80 ||
 * || 1.80 ||
 * || 1.80 ||


 * || 9.60 ||colspan=3| Only found from solving Glade Events; cannot be produced.
 * }
 * || 9.60 ||colspan=3| Only found from solving Glade Events; cannot be produced.
 * }

Citadel Resources
Citadel resources, or meta resources, are special goods that are used to purchase Upgrades in the Smoldering City. They are not able to be produced by any recipes in any buildings. Instead, you earn these resources rarely from Glade Events and at the end of every successful mission. See the article on the World Map and the Smoldering City for more information on the meta-progression of the game.

Fuel & Exploration
This category includes the fuel goods burned and Sacrificed in Hearths, including the obtained from opening Glades, and the goods used for exploring and expanding your settlement.

Some fuel and exploration goods can be gathered from resource deposits on the map tiles. Some must be produced in buildings; some have multiple ways to get them. See the good's or building's wiki page for the details.