Kneeshaw Developments

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

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. 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.

The top bar

The four currencies you'll see most. Gold is your main economy. Food and supplies are paid out as salary every week — if you can't cover, members go disgruntled. 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
Farm production (CROP T0 also fills food independently)
Sink
Weekly salary debt — unpaid members become disgruntled
Cap
500 base · extended by Warehouse

Supplies

Source
Workshop supply recipes (Standard / Mountain / Wilderness Kit — each uses 4 tier-1 cores)
Sink
Weekly salary debt
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 — 50 Common→Epic, 100 Legendary/Virtue
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·Loom

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: Supply recipes (Wilderness Kit), food

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 — gathering only drops materials inside the range, so progression maps directly to which regions you've discovered.

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)

T0T13 → 1Cheap up-tier
T1T23 → 1Cheap up-tier
T2T33 → 1Cheap up-tier
T3T42 → 1Mid-game pivot
T4T52 → 1Mid-game pivot
T5T62 → 1Late game
T6T72 → 1Endgame

All eight categories share the same curve. Each batch takes 5 min base, reduced 8% per Workshop level. Workshop level required equals output tier. Max 6 concurrent refining slots.

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 (tier + 1) gold per unit — so a T5 resource refunds 6 gold each.

  • Grace period

    5 min

    Build something or refine before this expires.

  • Decay rate

    3% / min

    Compounds against current overflow, not the original peak.

  • Refund

    (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 — 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 LoyaltyPer-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.