
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.
- Ore
- Gem
- Stone
- Wood
- Hide
- Fiber
- Crop
- Drop
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.
| Currency | Source | Sink |
|---|---|---|
| Essence Dust | Sub-level rewards, quest drops, daily login, stage farming | Flux 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 Lab | Essence summoning / Essence Lab inputs |
| Titan Marks | Season Herald, seasonal goals, season pass tiers, referral milestones | Seasonal Shop (daily / weekly deals) |
| Ad Tickets | Path to Mastery, Sage Alaric Saga, starting balance (5) | Substitute for watching a rewarded ad |
| Enchant Scrolls | Enchanter profession errands | Equipment enchantment (1 per tier) |
| Engraving Marks | Runecaster profession errands | Apply named affixes to equipment |
| Augment Kits | Artificer profession errands | Mechanical 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 ForgeTier names (T0 → T7)
Primary use: Weapons, armor, building cost, supply recipes (Mountain Kit)
Gem
Arcane Domain·Gem MineTier names (T0 → T7)
Primary use: Temple costs, transmutation, offerings
Stone
Forge Domain·QuarryTier names (T0 → T7)
Primary use: Construction, fortification
Wood
Grove Domain·Lumber MillTier names (T0 → T7)
Primary use: Construction, supply recipes (Standard, Mountain Kit)
Hide
Wild Domain·Hunter LodgeTier names (T0 → T7)
Primary use: Armor, supply recipes (Standard, Wilderness Kit)
Fiber
Grove Domain·Herbalist HutTier names (T0 → T7)
Primary use: Armor, accessories, supply recipes (Standard, Wilderness Kit)
Crop
Wild Domain·FarmTier names (T0 → T7)
Primary use: Food (T0 Wheat only: it is the food in your top bar), supply recipes (Wilderness Kit)
Monster Drop
Arcane Domain·Trophy HallTier names (T0 → T7)
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 → T1 | 5 → 1 | Workshop 1 |
| T1 → T2 | 5 → 1 | Workshop 2 |
| T2 → T3 | 5 → 1 | Workshop 3 |
| T3 → T4 | 3 → 1 | Workshop 4 |
| T4 → T5 | 3 → 1 | Workshop 5 |
| T5 → T6 | 3 → 1 | Workshop 6 |
| T6 → T7 | 3 → 1 | Workshop 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.
| Scalar | Scope | What it does |
|---|---|---|
| Faction Reputation | Account-wide | Single integer that gates roster cap, quest chain depth, plot cap, and two-essence quest minimums. Permanent, with no decay. |
| Devotion (Patron Shrines)→ | Per-patron faction | Capped at 1000. Sourced by temple members + rituals + mendicant returns. Tier thresholds (Friendly/Honored/Exalted/Sacred/Transcendent) gate shrine effects. |
| Region Influence | Per-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 factions | Float 0–100 per faction per region. Drifts toward baseline; jolts capped at ±10/day. Dominant ≥35. Drives Patronage tier bonuses. |
| Alignment | Account · faction-wide | Integer −100 to +100. Set by quest outcome choices. Decays toward 0. Gates criminal archetype unlock and some errand branches. |
| Heat (Underworld) | Per-region | 0–100 stealth pressure for smuggling / thieving / spying quests. Lockdown at 85. Decays 2.0/hour; Safe Room upgrades boost decay. |
| Espionage Intel | Account-wide | Earned from espionage missions. 50 to unlock rival dossiers. Decays 5%/day, 1-intel floor. |
| Abyss Keys | Account-wide | Soul Descent entry. Cap 3. Regen 1 per 8 hours. One consumed per run. |
| Region Mastery | Per-region per quest type | Quest completion count. Milestones at 10 / 25 / 50 grant +5% / +10% / +15% gold bonus for that region. |
| Domain Mastery | Per-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.
