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Trees

Tree Biome Additional resources Description

Crimsonreach Tree
Coral Forest [Resource Link size not valid: med] 20%
[Resource Link size not valid: med] 40%
A mineralized coral tree.

Musselsprout Tree
Coral Forest [Resource Link size not valid: med] 20%
[Resource Link size not valid: med] 40%
The unusually hard bark conceals soft, fleshy tissue.

Plateleaf Tree
Coral Forest [Resource Link size not valid: med] 30% A species of plant rarely seen above water.

Dying Tree
Cursed Royal Woodlands [Resource Link size not valid: med] 10%
[Resource Link size not valid: med] 10%
[Resource Link size not valid: med] 10%
[Resource Link size not valid: med] 60%
A bare, rotting tree infested with grubs.

Lush Tree
Royal Woodlands [Resource Link size not valid: med] 5%
[Resource Link size not valid: med] 10%
[Resource Link size not valid: med] 15%
[Resource Link size not valid: med] 100%
A perfect source of wood.

Coppervein Tree
Scarlet Orchard [Resource Link size not valid: med] 10%
[Resource Link size not valid: med] 5%
[Resource Link size not valid: med] 5%
[Resource Link size not valid: med] 60%
A scarlet tree covered in enormous thorns.

Abyssal Tree
Sealed Forest [Resource Link size not valid: med] 10%
[Resource Link size not valid: med] 10%
[Resource Link size not valid: med] 10%
A bizarre, writhing growth... is this even really a tree?

Overgrown Abyssal Tree
Sealed Forest [Resource Link size not valid: med] 10%
[Resource Link size not valid: med] 10%
[Resource Link size not valid: med] 10%
A giant, bizarre growth... it's bigger than the other trees in the area.

Mushwood Tree
Marshlands [Resource Link size not valid: med] 15%
[Resource Link size not valid: med] 5%
A giant fungal tree covered in a leathery bark.

Resources

Primary Resources Charges → Resource Deposits Bonus Resources Gathering Building Speed
per Unit
Specialization
Bonus
Grain Grain

Roots Roots

Vegetables Vegetables
70 → Swamp Wheat Field
70 → Roots Node
70 → Moss Broccoli Patch
20% + 100%
30% + 30%
40% + 20%
Foragers' Camp Foragers' Camp★★ 00:17 Farming

Human
12 → Swamp Wheat Field
12 → Roots Deposit
12 → Moss Broccoli Patch
20%
20%
30%
Small Foragers' Camp Small Foragers' Camp★ 00:25
Plant Fiber Plant Fiber

Reed Reed
60 → Flax Field
20 → Flax Field

60 → Reed Field
20 → Reed Field
50% + 30%
30% + 20%

40% + 40%
20% + 20%
Harvesters' Camp Harvesters' Camp★★ 00:05 none
Herbs Herbs

Berries Berries

Mushrooms Mushrooms
70 → Herb Node
70 → Dewberry Bush

70 → Bleeding Tooth Mushrooms
70 → Grasscap Mushrooms
40% + 20%
40%

40%
40%
Herbalists' Camp Herbalists' Camp★★ 00:17 Alchemy

Harpy
15 → Herb Node
15 → Dewberry Bush
15 → Bleeding Tooth Mushrooms
15 → Grasscap Mushrooms
20%
20%
20%
20%
Small Herbalists' Camp Small Herbalists' Camp★ 00:25
Clay Clay

Sea Marrow Sea Marrow

Stone Stone
60 → Clay Deposit
60 → Sea Marrow Deposit
60 → Stone Deposit
75% + 30%
50% + 01% + 100%
30% + 30% + 10%
Stonecutters' Camp Stonecutters' Camp★★ 00:05 none
20 → Clay Deposit
20 → Sea Marrow Deposit
20 → Stone Deposit
50% + 20%
80% + 40%
20% + 20%
Meat Meat

Insects Insects

Eggs Eggs
70 → Leech Broodmother
70 → Slickshell Broodmother
70 → Wormtongue Nest

70 → Drizzlewing Nest
70 → Snake Nest
60% + 20% + 100%
100%
60%

40%
40% + 20%
Trappers' Camp Trappers' Camp★★ 00:17 Meat Production

Lizard
15 → Leech Broodmother
15 → Slickshell Broodmother
15 → Wormtongue Nest

15 → Drizzlewing Nest
15 → Snake Nest
20%
20%
20%

20%
20%
Small Trappers' Camp Small Trappers' Camp★ 00:25
Copper Ore Copper Ore

Coal Coal
20 → Copper Deposit

30 → Coal Deposit
30%

30%

Mine ★★
00:29 Engineering

Beaver

Marshland Forbidden Glades

There are always only 3 Forbidden Glades in the Marshlands Biome, and each Giant Resource can be found in one of them. These massive treasure troves of resources contain many bonus resources as well as almost-unlimited charges, more than enough to complete a settlement.

Leviathan Charges → Resource Bonuse Resources Gathering Building Worker
Slots
Specialization
Bonus
Build Cost

Ancient Proto Wheat
1011 → 40% + 40% + 30% + 5%

Foragers' Camp ★★
2 Farming

Human
10 Wood
3 Parts

Dead Leviathan
1011 → 40% + 30% + 30% + 30%

Trappers' Camp ★★
2 Meat Production

Lizard
10 Wood
3 Parts

Giant Proto Fungus
1011 → 40% + 40% + 40% + 30%

Herbalists' Camp★★
2 Alchemy

Harpy
10 Wood
3 Parts

Resource Production

All of the following buildings except the Ranch need Fertile Soil to function. Buildings such as the Greenhouse and Clay Pit needs to be placed directly on the Fertile Soil, while all others (excluding the

Ranch) need Fertile Soil to be converted to Farm Fields. The Resources are then grown on the Farm Fields.

Resources Building Worker
Slots
Specialization
Bonus
Build Cost
Prestige 5≤
Build Cost
Prestige 6≥
Clay ★★
Reeds ★★
Clay Pit 3 Water

Fox
2 Planks
2 Fabric
3 Planks
3 Fabric
Resin ★★
Crystalized Dew ★★
Forester's Hut 4 Wood

Beaver
2 Planks 3 Planks
Herbs ★★
Mushrooms ★★
Greenhouse 3 Water Farming

Fox Human
2 Bricks
2 Fabric
3 Bricks
3 Fabric
Roots ★
Herbs ★★
Herb Garden 2 Farming

Human
2 Planks 3 Planks
Roots ★★★
Herbs ★★★
Hallowed Herb Garden 3 Farming

Human
Found in Glades, cannot be built.
Grain ★★★
Plant Fiber ★★★
Vegetables ★★
Mushrooms ★★
Homestead 3 Farming

Human
Found in Glades, cannot be built.
Berries ★★
Plant Fiber ★★
Plantation 2 Farming

Human
2 Planks 3 Planks
Vegetables ★
Grain ★★
Small Farm 2 Farming

Human
2 Planks 3 Planks
Vegetables ★★★
Grain ★★★
Hallowed Small Farm 3 Farming

Human
Found in Glades, cannot be built.
Meat ★
Leather ★
Eggs ★
Ranch 2 Meat

Lizard
5 Planks 8 Planks

Food

Main article: Food

Every few minutes, Villagers will go to rest at a Hearth and try to eat food from Storage. If they cannot eat, they will get a Resolve penalty. Alternatively, if Complex Food is available, villagers will eat that instead of raw food, rewarding a bonus to Resolve. Therefore, it is essential that your settlement have a steady income of food resources.

Raw Food

Initially only Raw Food will be available around the beginning of each settlement. Raw Food prevents villagers from getting hungry, but will not satisfy their needs for Complex Food. Compared to the number and diversity of ingredients, Complex Food feeds more villagers than Raw Food. In general, plan ahead to convert Raw Food into Complex Food, so that you can feed more villagers sustainably and satisfy their needs for Complex Foods.

You can prevent your villagers from eating one or more of these Raw Food resources via Consumption Control, once the Upgrade Obsidian Archives Level 3 is unlocked. For example, if you are running low on Roots and need Flour, you may want to disable Roots in the Consumption panel.

The Consumption Control Panel Raw Food Section:

Producing and Gathering Raw Food

Farms produce raw food and several other resources. Farms can be created on Fertile Soil by building Farm Fields. The "Mushroom Seedlings" cornerstone adds the ability to grow Mushrooms (★★) (or (★★★) if a Stormforge Cornerstone in any building that uses fertile soil fields, while the "Moss Broccoli Seeds" cornerstone allows you to grow Vegetables in the Greenhouse.

Raw Food that can be grown or gathered:

Berries  |  Eggs  |  Insects  |  Meat  |  Mushrooms  |  Roots  |  Vegetables

Complex Food

Main article: Complex Food Need

These food resources are produced from Recipes and will satisfy the villagers' needs for Complex Food. Villagers prefer these food items over Raw Food when resting at Hearths. Satisfying villagers with Complex Food is always more efficient, because most Recipes yield more goods than the number of raw ingredients used to produce them.

The Complex Food Need Consumption Control Panel:

100%

Note that the ingredients Flour, Grain, Herbs and Water are not edible, but are required in many Complex Food recipes.

Also note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working.

Complex Food Reputation Earned Recipe Recipe
Ratio + Time
Production Building
1st 2nd

Biscuits
Beavers
Harpies
Humans
Flour Berries
Herbs
Roots
8 + 3 > 10 → 02:06 →
8 + 3 > 10 → 02:06 →
8 + 3 > 10 → 02:06 →
8 + 4 > 10 → 02:06 →
8 + 2 > 10 → 01:26 →
10 + 4 > 10 → 01:43 →
Apothecary ★★
Bakery ★★
Cookhouse ★★
Smelter ★
SmelterFlawless Smelter ★★★
Field Kitchen ☆

Jerky
Harpies

Lizards
Meat

Insects
Coal
Oil
Sea Marrow
Wood
4 + 5 > 10 → 01:45 →
5 + 5 > 10 → 02:06 →
6 + 5 > 10 → 02:06 →
4 + 5 > 10 → 01:45 →
6 + 5 > 10 → 02:06 →
8 + 5 > 10 → 01:43 →
Smokehouse ★★★
Butcher ★★
Cellar ★★
Flawless Cellar ★★★
Kiln ★
Field Kitchen ☆

Pickled Goods
Beavers
Foxes
Lizards
Berries
Eggs
Mushrooms
Roots
Vegetables
Barrels
Pottery
Waterskins
5 + 3 > 10 → 02:06 →
5 + 3 > 10 → 02:06 →
6 + 3 > 10 → 02:06 →
4 + 3 > 10 → 01:45 →
6 + 3 > 10 → 02:06 →
4 + 3 > 10 → 01:45 →
7 + 3 > 10 → 01:43 →
Beanery ★★
Granary ★★
Brewery ★
Flawless Brewery ★★★
Cellar ★★
Flawless Cellar ★★★
Field Kitchen ☆

Pie
Harpies
Humans
Lizards
Flour Berries
Eggs
Herbs
Insects
Meat
6 + 3 > 10 → 01:45 →
6 + 4 > 10 → 02:06 →
6 + 4 > 10 → 02:06 →
Brick Oven ★★★
Bakery ★★
Furnace ★

Porridge
Foxes

Humans
Grain
Herbs
Mushrooms
Vegetables
Clearance Water
Drizzle Water
Storm Water
4 + 6 > 10 → 01:45 →
5 + 7 > 10 → 02:06 →
5 + 7 > 10 → 02:06 →
8 + 10 > 10 → 02:17 →
Beanery ★★★
Distillery ★★
Teahouse ★★
Field Kitchen ☆

Skewers
Foxes

Lizards
Insects
Jerky
Meat
Mushrooms
Coal
Oil
Sea Marrow
Wood
3 + 3 > 10 → 01:45 →
5 + 5 > 10 → 02:06 →
6 + 5 > 10 → 02:06 →
Grill ★★★
Butcher ★★
Cookhouse ★★

Building Materials

Building Materials are mostly used for constructing new Buildings, however there are Recipes that require these materials as ingredients. All materials are refunded if a Building is demolished.

Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.

Building Material Used as Ingredient Recipe Recipe
Ratio + Time
Production Building
1st 2nd

Bricks
Pack of Building Materials Clay
Stone
none 2 > 2 → 00:28 →
3 > 2 → 00:42 →
3 > 2 → 00:42 →
4 > 2 → 00:42 →
6 > 2 → 00:56 →
Brickyard ★★★
Furnance ★★
Workshop ★★
Kiln ★
Crude Workstation ☆

Fabric
Coats
Pack of Building Materials
Leather
Plant Fiber
Reeds
none 2 > 2 → 00:28 →
3 > 2 → 00:42 →
3 > 2 → 00:42 →
3 > 2 → 00:42 →
2 > 2 → 00:28 →
6 > 2 → 00:56 →
Weaver ★★★
Granary ★★
Workshop ★★
Leatherworker ★★
Flawless Leatherworker ★★★
Crude Workstation ☆

Parts
none 15 Clay
4    Copper Bar
4     Crystalized Dew
15 Stone
1 Coal
2 Oil
1 Sea Marrow
5 Wood
02:48 → Rainpunk Foundry ★★★

Pipes
none CopperBar
Crystalized Dew
Coal
Oil
Sea Marrow
Wood
4 + 6 > 10 → 01:45 →
5 + 7 > 10 → 02:06 →
5 + 7 > 10 → 02:06 →
8 + 10> 10 → 02:17 →
Smithy ★★
Toolshop ★★
Workshop
Crude Workstation ☆

Planks
Pack of Building Materials
Barrels
Tools
Training Gear
Wood none 4 + 6 > 10 → 01:45 →
5 + 7 > 10 → 02:06 →
5 + 7 > 10 → 02:06 →
8 + 10 > 10 → 02:17 →
Lumber Mill ★★★
Carpenter ★★
Supplier ★★
Workshop ★★
Crude Workstation ☆

Wildfire Essence
none Coal

AND

Copper Bar
or
Crystalized Dew

Clearance Water
Storm Water

10+ 2 + 10 > 10 → 01:30 →
Rainpunk Foundry ★★★

Consumable Items

Consumable items include Clothing and Service Goods. Some of these items can also be used as ingredients when producing Trade Goods.

Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.

Clothing

Some villagers use Coats as Clothing, they fulfill this need by the closest Hearth.

Services Reputation
Earned
Service
Goods
Service
Building
Recipe Recipe
Ratio + Time
Production Building
1st 2nd

Clothing
Beavers

Harpies

Humans

Coats

Hearth
Fabric none 1 > 10 → 02:06 →
2 > 10 → 02:48 →
2 > 10 → 02:48 →
1 > 10 → 02:06 →
3 > 10 → 02:48 →
1 > 10 → 02:06 →
Clothier★★★
Artisan★★
Cooperage★★
Flawless Cooperage ★★★
Druid's Hut ★
Flawless Druid's Hut ★★★

Service Goods

Service Goods are used in Service Buildings to satisfy villagers' needs for Services|.

Service
Goods
Recipe Recipe
Ratio + Time
Production Building
1st 2nd 3rd

Training Gear
Copper Bars
Crystalized Dew
Stone
Planks
Reed
- 5 + 3 > 10 → 02:06 →
5 + 3 > 10 → 02:06 →
3 + 2 > 10 → 01:45 →
5 + 3 > 10 → 02:06 →
8 + 3 > 10 → 02:06 →
Manufactory ★★
Smelter ★★
Flawless Smelter ★★★
Tinkerer ★★
Weaver ★

Scrolls
Leather Pigment - 2 + 1 > 8 → 01:03 →
4 + 3 > 8 → 01:24 →
4 + 3 > 8 → 01:24 →
4 + 3 > 8 → 01:24 →
1 + 1 > 8 → 01:03 →
Scribe ★★★
Clothier ★
Lumber Mill ★
Rain Mill ★
Flawless Rain Mill ★★★

Ale
Grain
Roots
Barrels
Pottery
Waterskins
- 4 + 2 > 10 → 01:45 →
4 + 2 > 10 → 01:45 →
5 + 3 > 10 → 02:06 →
5 + 3 > 10 → 02:06 →
6 + 3 > 10 → 02:06 →
Brewewry ★★★
Flawless Brewwery ★★★
Tinctuary ★★
Scribe ★★
Grill ★

Wine
Berries
Mushrooms
Reeds
Barrels
Pottery
Waterskins
- 2 + 2 > 10 → 01:03 →
2 + 2 > 10 → 01:03 →
3 + 3 > 10 → 01:24 →
3 + 3 > 10 → 01:24 →
3 + 3 > 10 → 01:24 →
Cellar ★★★
Flawless Cellar ★★★
Alchemist's Hut ★★
Distillery ★★
Tinctury ★★

Incense
Herbs
Insects
Resin
Roots
Coal
Oil
Sea Marrow
Wood
- 5 + 6 > 10 → 02:06 →
6 + 6 > 10 → 02:06 →
6 + 6 > 10 → 02:06 →
4 + 6 > 10 → 01:45 →
6 + 6 > 10 → 02:06 →
Apothecary ★★
Brick Oven ★
Druid's Hut ★
Flawless Druid's Hut ★★★
Smokehouse ★

Tea
Herbs
Mushrooms
Pigment
Resin
Roots
Clearance Water
Drizzle Water
Storm Water
Crystalized Dew
Copper Bar
2 + 2+ 1 > 10 → 01:45 →
3 + 3 + 2 > 10 → 02:06 →
3 + 3 + 2 > 10 → 02:06 →
4 + 4 + 2 > 10 → 02:06 →
2 + 2 + 1 > 10 → 01:45 →
Teahouse ★★★
Alchemist's Hut ★★
Apothecary ★★
Cooperage ★
Flawless Cooperage ★★★

Bonus Consumable Items

Additionally, some of these resources are available as bonuses when villagers work deposits on map tiles. If you have no access to their main production methods, you will still find a few as bonuses. They are infrequent extra resources that happen during normal gathering (between 5% and 40% of the time, typically about 1-in-5 times). See Bonus Resources for more information.

Bonus resources and where to find them
Consumable Item From resource deposit
Ale none
Cosmetics none
Incense Crimsonreach Trees (Coral Forest)
Scrolls none
Training Gear none
Wine none

Crafting Materials

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

Crafting Materials are split into roughly two groups, one raw from the map and one produced in Buildings. The exceptions that appear in both lists are Crystalized Dew and Leather.

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

Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.

Raw Crafting Materials

These Crafting Materials are gathered or farmed from map tiles with resource deposits. Some only need a Camp or Mine, while others need Fertile Soil to be improved to Farm Fields and a nearby farming building.

Note that Crystalized Dew appears here because it can be farmed raw from the Grove. It is also produced in three buildings, listed here for quick reference, and its Recipe appears in the second table for Crafting Materials.

Raw Crafting Materials and where to get them
Raw Crafting Material Amber value Gathered by Farmed from Farm Fields by Produced by
Camp Near resource deposit
Clay 0.14 Amber Stonecutters' Camp (★) Clay Deposit none Clay Pit (★★)
Copper Ore 0.12 Amber none none Mine (★) on a Copper Deposit
Crystalized Dew 0.59 Amber none Grove (★★) Alchemist's Hut (★★)
Brickyard (★★)
Smelter (★)
Grain 0.20 Amber Foragers' Camp (★) Swamp Wheat Field Homestead (★★)
Small Farm (★★)
none
Herbs 0.20 Amber Herbalists' Camp (★) Herb Deposit Greenhouse (★★)
Herb Garden (★★)
none
Leather 0.14 Amber none none Ranch (★)
Plant Fiber 0.14 Amber Harvesters' Camp (★) Flax Field Plantation (★★) none
Reed 0.14 Amber Harvesters' Camp (★) Reed Field none Clay Pit (★★)
Resin 0.14 Amber none Grove (★★) none
Sparkdew 0.06 Amber none none Rain Collector (★)
Stone 0.14 Amber Stonecutters' Camp Stone Deposit none none

Bonus Raw Crafting Materials

Additionally, some of these resources are available as bonuses when villagers work other deposits. If you have no access to their main gathering, farming, or production methods, you will still find a few as bonuses. They are infrequent extra resources that happen during normal gathering (between 5% and 40% of the time, typically about 1-in-5 times). See Bonus Resources for more information.

Bonus resources and where to find them
Raw Crafting Material From resource deposit
Clay Flax Field
Reed Field
Stone Deposit
Mine on a Copper Deposit
Copper Ore Clay Deposit
Coppervein Trees (Scarlet Orchard)
Crystalized Dew Musselsprout Trees (Coral Forest)
Grain none
Herbs Roots Deposit
Leather Mushwood Trees (The Marshlands)
Slickshell Broodmother
Snake Nest
Plant Fiber Coppervein Trees (Scarlet Orchard)
Herb Deposit
Lush Trees (Royal Woodlands)
Plateleaf Trees (Coral Forest)
Swamp Wheat Field
Reed none
Resin Lush Trees (Royal Woodlands)
Plantleaf Trees (Coral Forest)
Sparkdew none
Stone Mine on a Coal Deposit
Crimsonreach Trees (Coral Forest)
Sea Marrow Deposit

Refined Crafting Materials

These Crafting Materials are produced from Recipes in Buildings. They are not available from gathering, with the exception of Crystalized Dew.

Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.

Crafting Materials that are produced and how to get them
Produced Crafting Material Amber value Produced in Recipe
1st Ingredient 2nd Ingredient 3rd Ingredient Blightrot Footprint
Barrels 0.20 Amber Cooperage (★★★)
Artisan (★★)
Provisioner (★★)
Toolshop (★)
— Copper Bars
Crystalized Dew
Planks 3% Blightrot Footprint
Copper Bars 0.59 Amber Smelter (★★★)
Furnace (★★)
Grill (★)
Stamping Mill (★)
— Copper Ore Wood Wood
Oil Oil
Coal Coal
Sea Marrow Sea Marrow
4% Blightrot Footprint
Crystalized Dew 0.59 Amber Alchemist's Hut (★★)
Brickyard (★★)
Smelter (★)
Herbs
Insects
Resin
Vegetables
Clay
Stone
Sparkdew 4% Blightrot Footprint
Flour 0.18 Amber Rain Mill (★★★)
Provisioner (★★)
Stamping Mill (★★)
Supplier (★★)
Press (★)
— — Grain
Mushroom
Roots
3% Blightrot Footprint
Leather 0.14 Amber Ranch (★) — — Grain
Plant Fiber
Reed
Vegetables
3% Blightrot Footprint
Pigment 0.12 Amber Artisan (★★)
Cookhouse (★★)
Manufactory (★★)
Tinctury (★★)
— — Berries
Coal
Copper Ore
Insects
3% Blightrot Footprint
Pottery 0.18 Amber Stamping Mill (★★★)
Bakery (★★)
Brickyard (★★)
Smokehouse (★)
— Clay Coal
Oil
Sea Marrow
Wood
3% Blightrot Footprint
Waterskins 0.18 Amber Leatherworker (★★★)
Supplier (★★)
Clothier (★)
Toolshop (★)
— Leather Meat
Oil
3% Blightrot Footprint

Bonus Refined Crafting Materials

Additionally, some of these resources are available as bonuses when villagers work deposits on map tiles. If you have no access to their main production methods, you will still find a few as bonuses. They are infrequent extra resources that happen during normal gathering (between 5% and 40% of the time, typically about 1-in-5 times). See Bonus Resources for more information.

Crystalized Dew and Leather are repeated here for quick reference; they are also in #Bonus Raw Crafting Materials, above.

Bonus refined Crafting Materials and where to find them
Crafting Material From resource deposit
Barrels none
Copper Bars none
Crystalized Dew Musselsprout Trees (Coral Forest)
Flour none
Leather Mushwood Trees (The Marshlands)
Slickshell Broodmother
Pigment Coppervein Trees (Scarlet Orchard)
Pottery none
Waterskins none

Trade Goods

Trade Goods are used in Trade and Orders. Generally, these items have the highest value of Amber among all of the resources because they are at the end of the production chains.

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.

Amber is in this section, which is the currency of settlements and Trade.

Citadel Resources are also in this section, which are awarded after completing Orders and from Glade Events. They are not producible by any Buildings.

Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.

Trade Goods and how to make them
Trade Goods Amber value Produced in Recipe
1st Ingredient 2nd Ingredient Blightrot Footprint
Pack of Building Materials 0.87 Amber Tinkerer (★★)
Rain Mill (★)
Makeshift Post (⊙)
— Bricks
Copper Ore
Fabric
Planks
2% Blightrot Footprint
Pack of Crops 0.59 Amber Granary (★★)
Brewery (★)
Makeshift Post (⊙)
— Grain
Mushrooms
Roots
Vegetables
2% Blightrot Footprint
Pack of Luxury Goods 0.65 Amber Carpenter (★★)
Leatherworker (★)
Press (★)
— Ale
Cosmetics
Incense
Scrolls
Training Gear
Wine
2% Blightrot Footprint
Pack of Provisions 0.40 Amber Provisioner (★★)
Manufactory (★★)
Makeshift Post (⊙)
— Berries
Eggs
Herbs
Insects
Meat
2% Blightrot Footprint
Pack of Trade Goods 0.80 Amber Smithy (★★)
Lumber Mill (★)
Weaver (★)
— Barrels
Flour
Oil
Pigment
Pottery
Waterskins
2% Blightrot Footprint
Amber 1.00 Amber Finesmith (★★★) Resin Sparkdew
Oil
4% Blightrot Footprint
Ancient Tablet 8.00 Amber Cannot be produced. Found from solving Glade Events.

Citadel Resources

Citadel Resources are special Trade Goods that are used to upgrade the Smoldering City. Citadel Resources cannot be produced, instead you earn them by completing settlements on the World Map. You earn more if you complete a settlement next to a Modifier. You can also find them in The Forest by Trading, solving Glade Events, and completing Orders.

Food Stockpiles
Machinery
Artifacts

Tips on Trade Goods

Unlike Planks and Fabric, Bricks are not used in any Recipes except for Packs of Building Materials. Bricks are used in constructing buildings, but most buildings only require 2-4 Bricks. Service buildings tend to require more - usually 8 bricks (except for the Monastery which requires 20 Bricks). If you have a decent amount of Clay, it might be beneficial to primarily produce Packs of Building Materials using Bricks.

Berries can be farmed at Plantations (★★), Herbs can be farmed at Herb Gardens (★★), and Meat and Eggs can be produced by the Ranch (★). When producing Packs of Provisions, if you have any of those Buildings it might be beneficial to use their ingredients instead of Insects - which can be used to produce Jerky, Skewers, Pie, Incense, and Pigments.

Incense is probably the easiest ingredient to produce that is used in making Packs of Luxury Goods (just Wood and Herbs). Wine and Ale require vessels; Scrolls require Wine or Pigments; and Training Gear uses Stone, Copper Bars, or Crystalized Dew. Cosmetics is a close second (just Eggs and Herbs), but you may not run into the Buildings which produce it as easily as those for Incense.

Fuel & Exploration

This category includes the Fuel burned and Sacrificed in Hearths, the Wood obtained from opening Glades, and the tools for opening Caches and solving Glade Events.

Raw Fuel Resources

The Fuel resources in this category can be gathered from resource deposits on the map tiles. There are Recipes for Coal and Oil in the next table of all Fuel & Exploration resources.

Fuel and where to get it
Resource Amber value Gathered by Farmed from Farm Fields Produced by
Camp Near resource deposit
Coal 0.31 Amber none none Mine (★) on a Coal Deposit
Sea Marrow 0.31 Amber Stonecutters' Camp (★) Sea Marrow Deposit none none
Wood 0.06 Amber Woodcutters' Camp (★) Trees none none

Produced Fuel & Exploration Resources

Some of the Fuel & Exploration Resources are produced in Buildings from Recipes. Coal is also gathered via the Mine, shown in the previous section.

Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.

Produced Fuel & Exploration Resources
Fuel & Exploration Resource Amber value Produced in Recipe
1st Ingredient 2nd Ingredient 3rd Ingredient Blightrot Footprint
Coal 0.31 Amber Kiln (★★★)
Brick Oven (★)
– – Wood 2% Blightrot Footprint
Oil 0.16 Amber Druid's Hut (★★★)
Press (★★★)
Butcher (★★)
– – Grain
Meat
Plant Fiber
Vegetables
4% Blightrot Footprint
Simple Tools 1.38 Amber Toolshop (★★★)
Carpenter (★★)
Smithy (★★)
Tinkerer (★★)
Scribe (★)
– Planks
Wood
Copper Bars
Crystalized Dew
4% Blightrot Footprint
Infused Tools 1.76 Amber Finesmith (★★★)
Rainpunk Foundry (★★★)
Planks
Wood
Copper Bars
Crystalized Dew
Sparkdew 4% Blightrot Footprint
Purging Fire 0.31 Amber Blight Post (★) – – Coal
Oil
Sea Marrow
Wood
none

Perks