| Wood | Palm trees, Ficus trees, and loose beach debris around the Coastal Jungle. | Axe for tree farming. Loose logs can be picked up without one. | Every early station chain, Fast Travel Points, Repair Kits, and general base building. | Beach pickups solve the tutorial. Ficus chopping is what actually scales your wood income. |
| Clay | Muddy rock patches on open ground, usually outside caves. | Any Pickaxe. | Clay Bottles, Charcoal Kilns, and a large share of early stations. | A single deposit gives roughly 50-60 clay, so a base near two deposits saves a lot of return trips. |
| Copper Ore | Caves in the Coastal Jungle. | Stone Pickaxe at minimum, plus a lamp or torches for safer cave runs. | Copper Ingots, then tools, bells, nails, and early weapons. | Copper is much better mined in batches. Four ore plus charcoal smelts into one ingot. |
| Rough Hide | Boars and Sows in the Coastal Jungle, then Wolves and Goats in the Foothills. | Combat farming, or Merchant Contracts once you want bulk restocks. | Armor, backpacks, and a long list of midgame crafts. | If raw hunting starts feeling slow, Merchant Contracts become the clean bulk-buy solution. |
| Lamp Oil | Refilled at the Workbench instead of gathered as a direct world node. | 3 Animal Fat and an Empty Lamp. | Cave runs, ruin routes, and any serious copper or treasure farming session. | Savage or Charging Boars can drop multiple chunks of fat, which makes lamp refills much less annoying. |
| Hardwood | Divi-Divi trees and stumps throughout the Foothills. | Axe and Foothills access. | Toolbox, Timber, advanced tools, and many midgame ship or station recipes. | Your first big Foothills wood spike should go into tooling and ship support, not decoration. |
| Tree Bark | The same Divi-Divi trees and stumps that provide Hardwood in the Foothills. | Axe and Foothills access. | Tannin, Tanned Leather, and the upgraded leather chain. | Bark is the quiet bottleneck behind good boots, backpacks, and armor upgrades. |
| Flax Fiber | Small purple plant clusters throughout the Foothills. | No tool to pick up; a Spinning Wheel to turn it into Linen Fabric. | Linen Fabric, Shoemaker's Bench, and stronger armor or backpack progression. | Your first pickup teaches both the Spinning Wheel and the Shoemaker's Bench. |
| Sulfur | Yellow-streaked rocky outcroppings in the Foothills, with additional nodes sometimes appearing in the Coastal Jungle. | Iron Pickaxe for the full mining route. | Gunpowder. | Even if you spot sulfur early, your real sulfur economy starts only after Iron Pickaxe progression. |
| Corn | Fields around Ancient Village landmarks in the Foothills. | Foothills exploration. | Millstone Parts, Millstones, Cornmeal, and several better food recipes. | The first Corn pickup is the moment homemade gunpowder becomes a realistic plan. |
| Fertile Soil | Ancient Farm landmarks in the Foothills and flowerbed ruins in the Cursed Swamps. | Collection in the field, then Seedbeds back at base. | Permanent farming lines for flax, food crops, and swamp plants. | Once you have this, stop treating every crop as a dedicated field trip. |
| Gunpowder | Loot from pirate camps, ruins, ship caches, and later your own Millstones. | Millstones plus Ash and Sulfur for the crafted route. | Firearms, cannon support, and Buccaneer deliveries. | Looted powder carries the early game. Millstones take over once Corn and Iron are solved. |
| Ancient Scraps | Ancient Ruins in the Cursed Swamps. | Late-region access and a route that can survive plague zones. | Jeweler's Bench, Large Smelting Furnace, and Blacksmith Bellows. | This is the swamp material that actually flips your late crafting tier on. |