Kneeshaw Developments
A timber warehouse stacked with crates, sacks and barrels, the storage cap behind every Titan Saga: Idle resource

8 categories · 8 tiers · 1 warehouse

Everything you stockpile,everything you spend.

Currencies on top, eight core categories underneath, each tiered one through eight. Refine up, build with whatever your region tier allows, and don't sit on too much — the warehouse cap bleeds overflow back into gold.

T7 (overflow ⇒ gold)
  • Ore
  • Gem
  • Stone
  • Wood
  • Hide
  • Fiber
  • Crop
  • Drop
T0 ← refinerefine → T7

Updated ·patch v2.0.5

How resources work in one paragraph

Three layers. Currencies sit in your top bar: gold, gems, food, supplies, a few specials. Core resources are stockpiled materials in 8 categories (ore, gem, stone, wood, hide, fiber, crop, monster drop), each with 8 tiers. Food is one of them in disguise: it is your Wheat (crop tier 0). The third layer is special scalars (faction reputation, devotion, influence, heat). They aren't currencies you spend, but they gate every system they touch. Two things to know early: the warehouse cap rises by tier, and overflow decays back into gold after a 5-minute grace period.

Want logs and stone coming in?

This page is the reference. For the step-by-step (which producer to build first in your home region, the profession it needs, and the Production Focus setting that halves output if you skip it), read Set up your base: your first income.

The top bar

The four currencies you'll see most. Gold is your main economy. Every hour, each member is paid a salary in gold, food (Wheat) and supplies; a fresh Unbound member costs about 1 gold, 0.5 Wheat and 0.25 supplies an hour, rising with essence rank and gear. If you can't pay, the shortfall is tracked as salary debt with warning states, but in the current build those states do not reduce your members' output. Gems are premium.

Gold

Source
Quests, sub-level rewards, building production (Gold Mine), idle, milestones
Sink
Recruitment, construction, training, rank-advance, mercenaries
Cap
25,000 base · extended by Warehouse upgrades + shop bonus

Gems

Premium
Source
IAP, daily login, milestones, referrals, mail/promo codes
Sink
Tavern premium refresh, rank-advance skip, district swap (50), respec, season pass
Cap
Effectively unlimited

Food

Source
Food is not a separate resource: it is your Wheat (Crop tier 0). A Farm producing Wheat, quest rewards and your starting 200 all count. Barley and higher crop tiers are not food.
Sink
Hourly salary (with gold and supplies)
Cap
500 base · extended by Warehouse

Supplies

Source
Workshop supply recipes (Standard / Mountain / Wilderness Kit; each uses 4 tier-1 cores)
Sink
Hourly salary (with gold and food)
Cap
300 base · extended by Warehouse

Special-purpose currencies

Seven account-wide currencies that don't sit in the top bar but accumulate as you play. Each maps to one system.

CurrencySourceSink
Essence DustSub-level rewards, quest drops, daily login, stage farmingFlux pulls, per attempt by rarity: Common 50, Uncommon 100, Rare 250, Epic 500, Legendary 1,000, Virtue 2,500
Clouded Essences (7 variants)Quest drops (fire/water/earth/air/void); refined and virtued from Essence LabEssence summoning / Essence Lab inputs
Titan MarksSeason Herald, seasonal goals, season pass tiers, referral milestonesSeasonal Shop (daily / weekly deals)
Ad TicketsPath to Mastery, Sage Alaric Saga, starting balance (5)Substitute for watching a rewarded ad
Enchant ScrollsEnchanter profession errandsEquipment enchantment (1 per tier)
Engraving MarksRunecaster profession errandsApply named affixes to equipment
Augment KitsArtificer profession errandsMechanical equipment upgrades

Faction-scoped currencies

Four currencies stored per-faction (not per-account). They show up inside their owning system, not the top bar.

Titan Cores

Source: Ascension completion (faction prestige)

Sink: Ascension Shop

Void Shards

Source: Soul Descent floors, Void-type encounters

Sink: Void Shop

Proving Crests

Source: Proving Grounds stages, prestige layers, weekly challenges

Sink: Proving Pass, PG shop

Diplomatic Tokens

Source: Aid an Ally Faction errand (chapter 3+)

Sink: Alliance projects

The eight core categories

Eight categories of raw material, each produced by one base building, each with eight named tiers. Categories slot into four crafting domains: Forge (ore, stone), Arcane (gem, monster drop), Grove (wood, fiber), and Wild (hide, crop).

Ore

Forge Domain·Iron Forge

Tier names (T0 → T7)

T0TinT1CopperT2IronT3SteelT4MithrilT5AdamantineT6OrichalcumT7Etherium

Primary use: Weapons, armor, building cost, supply recipes (Mountain Kit)

Gem

Arcane Domain·Gem Mine

Tier names (T0 → T7)

T0QuartzT1GarnetT2AmethystT3TopazT4SapphireT5RubyT6EmeraldT7Diamond

Primary use: Temple costs, transmutation, offerings

Stone

Forge Domain·Quarry

Tier names (T0 → T7)

T0FieldstoneT1SandstoneT2LimestoneT3GraniteT4MarbleT5ObsidianT6RunestoneT7Celestial Stone

Primary use: Construction, fortification

Wood

Grove Domain·Lumber Mill

Tier names (T0 → T7)

T0DriftwoodT1BirchwoodT2Cedar WoodT3Oak WoodT4IronwoodT5Ebony WoodT6SpiritwoodT7World Tree Timber

Primary use: Construction, supply recipes (Standard, Mountain Kit)

Hide

Wild Domain·Hunter Lodge

Tier names (T0 → T7)

T0RatT1BoarT2DeerT3WolfT4BearT5DrakeT6WyvernT7Dragon

Primary use: Armor, supply recipes (Standard, Wilderness Kit)

Fiber

Grove Domain·Herbalist Hut

Tier names (T0 → T7)

T0StrawT1FlaxT2CottonT3SilkT4Spider SilkT5MoonweaveT6StarthreadT7Voidsilk

Primary use: Armor, accessories, supply recipes (Standard, Wilderness Kit)

Crop

Wild Domain·Farm

Tier names (T0 → T7)

T0WheatT1BarleyT2CornT3RiceT4SugarcaneT5MoonberryT6StarfruitT7Ambrosia

Primary use: Food (T0 Wheat only: it is the food in your top bar), supply recipes (Wilderness Kit)

Monster Drop

Arcane Domain·Trophy Hall

Tier names (T0 → T7)

T0Goblin TrophyT1Orc FangT2Troll HeartT3Basilisk EyeT4Chimera HornT5Phoenix FeatherT6Leviathan ScaleT7Titan Shard

Primary use: Transmutation, temple offerings, equipment

The tier system

Tiers run 0 through 7. Higher tiers cost more to refine but pack more value per unit. Each region has a resource tier range. Quest rewards pay at the bottom of that range, and producers climb it as you level them (one tier per 2.5 building levels, capped at the top of the range), so higher tiers map to which regions you've reached. A producer can always be switched down to a lower tier from its detail screen ("Production Tier"), and it runs 25% faster per tier below its maximum.

Warehouse cap formula

cap(tier) = 300 + 150 × tier

  • T0: 300 · T1: 450 · T2: 600 · T3: 750
  • T4: 900 · T5: 1,050 · T6: 1,200 · T7: 1,350

Caps apply per category per tier. Warehouse building upgrades raise both currency and core-resource caps.

Refining ratios (Workshop)

T0 → T15 → 1Workshop 1
T1 → T25 → 1Workshop 2
T2 → T35 → 1Workshop 3
T3 → T43 → 1Workshop 4
T4 → T53 → 1Workshop 5
T5 → T63 → 1Workshop 6
T6 → T73 → 1Workshop 7

All eight categories share the same curve: 5 → 1 up to T3, then 3 → 1. One T7 unit takes 10,125 T0 units of the same material. Each batch takes 5 min base, 8% faster per Workshop level (never below 20% of base). The Workshop level required equals the output tier, and you get one refining slot per Workshop level, up to 6.

Overflow decay: the warehouse leaks

You can stockpile up to 1.5× the warehouse cap per resource; anything above the cap is overflow. After a 5-minute grace period, overflow units decay at 3% per minute until you're back at cap. Decayed units convert to gold at 2 × (tier + 1) gold per unit, so a T0 unit refunds 2 gold and a T5 unit refunds 12.

  • Grace period

    5 min

    Build something or refine before this expires.

  • Decay rate

    3% / min

    Compounds against current overflow, not the original peak.

  • Refund

    2 × (tier + 1) gold

    Not zero, but always less than the resource was worth as material.

The takeaway: don't sit on hoards. Refine the moment you cross the cap, build into a sink, or trade in the marketplace.

Special scalars (not currencies, but they gate everything)

These aren't things you spend, but they decide what's available to you. You'll see them surface in tooltips, popups, and on building requirement lists.

ScalarScopeWhat it does
Faction ReputationAccount-wideSingle integer that gates roster cap, quest chain depth, plot cap, and two-essence quest minimums. Permanent, with no decay.
Devotion (Patron Shrines)→Per-patron factionCapped at 1000. Sourced by temple members + rituals + mendicant returns. Tier thresholds (Friendly/Honored/Exalted/Sacred/Transcendent) gate shrine effects.
Region InfluencePer-region (vs. rival)Float 0.0–1.0. Dominant (≥0.90), Major (≥0.75), Minor (≥0.60). Tier grants resource mult, price discount, quest slot, garrison gold; rival tiers penalize.
Faction Loyalty→Per-region · 6 factionsFloat 0–100 per faction per region. Drifts toward baseline; jolts capped at ±10/day. Dominant ≥35. Drives Patronage tier bonuses.
AlignmentAccount · faction-wideInteger −100 to +100. Set by quest outcome choices. Decays toward 0. Gates criminal archetype unlock and some errand branches.
Heat (Underworld)Per-region0–100 stealth pressure for smuggling / thieving / spying quests. Lockdown at 85. Decays 2.0/hour; Safe Room upgrades boost decay.
Espionage IntelAccount-wideEarned from espionage missions. 50 to unlock rival dossiers. Decays 5%/day, 1-intel floor.
Abyss KeysAccount-wideSoul Descent entry. Cap 3. Regen 1 per 8 hours. One consumed per run.
Region MasteryPer-region per quest typeQuest completion count. Milestones at 10 / 25 / 50 grant +5% / +10% / +15% gold bonus for that region.
Domain MasteryPer-domain (Forge / Arcane / Grove / Wild)Crafting XP, capped at level 10. Threshold rewards include 5% craft discount and stat bonuses.

What this page intentionally doesn't cover

Per-member stats (ATK / DEF / SPD / INT / VIT), skill points, essence rank, profession level, and soulfire all belong to individual members rather than your faction warehouse. They're documented on the Characters page along with bond, training, and equipment.

See also: Regions · Buildings · Crafting · Patron Shrines · Faction Loyalty

Source: scripts/data/enums.gd CoreResource + scripts/data/progression.gd resource constants + scripts/autoload/game_manager.gd currency dispatch.