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All 18 Resources and Where to Get Them in Fabledom

Updated on November 1, 2026 (3 days ago)

Fabledom is a relaxed fairytale city builder where you grow a small village into a kingdom and look after its residents, called Fablings. Most of what you build and everything your people need comes from resources. Food keeps your Fablings fed, wood and stone let you build, coal keeps them warm in winter, and iron becomes the armaments your soldiers carry. Learning how each of these is gathered, made and stored is the key to a kingdom that runs smoothly.

View

Type

Food

10 items

Vegetable

The basic farm food that Peasants and Commoners eat, and the input for Pork.

Made At
Farm, from vegetable fields
Recipe
Harvested from fields, no conversion
Hunger Restored
10
Eaten By
Peasants, Commoners
Used For
Eaten as gathered, or turned into Pork at a Pigsty (4 Vegetables make 1 Pork).

Homegrown

Food a Peasant Homestead grows for its own residents.

Made At
Homestead attachments: Small greenhouse, Beehive, Apple tree or Small chicken coop
Recipe
1 a day per growing attachment, none in winter
Hunger Restored
5
Eaten By
Peasants
Used For
Feeds the Peasants living in the Homestead that grew it. It can't be stored in a Granary, sold or moved.

Fish

A filling food caught on the water that keeps coming in through winter.

Made At
Fisherman's hut
Recipe
Caught from fish schools on the water, no conversion
Hunger Restored
30
Eaten By
Peasants, Commoners
Used For
Eaten as caught. Fishing keeps going through winter and uses almost no buildable land.

Egg

A mid-value food from Grain that every class eats.

Made At
Large chicken coop
Recipe
2 Grain → 1 Egg (34 seconds)
Hunger Restored
30
Eaten By
Peasants, Commoners, Nobles
Used For
Eaten by every class.

Bread

A filling food from the Grain, Flour and Bakery chain that every class eats.

Made At
Bakery
Recipe
2 Flour → 1 Bread (28 seconds)
Hunger Restored
50
Eaten By
Peasants, Commoners, Nobles
Used For
Eaten by every class, and can be sold at a Town shop. Marriage requires 500 Bread.

Pork

The most filling food, raised from Vegetables for Commoners and Nobles.

Made At
Pigsty
Recipe
4 Vegetables → 1 Pork (38 seconds)
Hunger Restored
70
Eaten By
Commoners, Nobles
Used For
Eaten by Commoners and Nobles, and can be sold at a Town shop. Peasants can't eat it.

Grapes

A Noble-only fruit that also feeds the Juicery and the Prismatic liquid extractor.

Made At
Grape farm
Recipe
Harvested from grape fields, no conversion
Hunger Restored
10
Eaten By
Nobles
Used For
Eaten by Nobles, pressed into Grape juice at a Juicery, or combined with Grain at a Prismatic liquid extractor.

Grape juice

A Noble food that also supplies palace feasts and marriage.

Made At
Juicery
Recipe
4 Grapes → 1 Grape juice (40 seconds)
Hunger Restored
50
Eaten By
Nobles
Used For
Eaten by Nobles. The Feast Hall turns 2 Grape juice into 1 feast supply, and marriage requires 500 Grape juice.

Grain

A food-category crop nobody eats, used to make Flour, Eggs, Prismatic liquid and Coin.

Made At
Farm, from wheat fields
Recipe
Harvested from fields, no conversion
Hunger Restored
-
Eaten By
Not eaten
Used For
Milled into Flour at a Windmill, turned into Eggs at a Large chicken coop, combined with Grapes at a Prismatic liquid extractor, or turned into Coin at the Golden goose coop. Stored at a Granary.

Flour

A food-category good nobody eats, milled from Grain for the Bakery.

Made At
Windmill
Recipe
2 Grain → 1 Flour (13 seconds)
Hunger Restored
-
Eaten By
Not eaten
Used For
Baked into Bread at a Bakery, 2 Flour per loaf. Stored at a Granary.

Type

Materials

8 items

Wood

The basic building material behind Planks and Coal.

Made At
Lumber camp, from trees
Recipe
Gathered from trees, no conversion
Hunger Restored
-
Eaten By
-
Used For
Building material, cut into Planks at a Sawmill and burned into Coal at a Coal maker. A Forester replants trees so the supply doesn't run out.

Stone

A basic building material and the input for Stone brick.

Made At
Stone camp or Stone quarry
Recipe
Gathered from stone, no conversion
Hunger Restored
-
Eaten By
-
Used For
Building material, shaped into Stone brick at a Stone masonry.

Plank

Refined building material that most advanced buildings need.

Made At
Sawmill
Recipe
2 Wood → 1 Plank (50 seconds)
Hunger Restored
-
Eaten By
-
Used For
Building material for most tier 2 and tier 3 buildings.

Stone brick

Refined building material cut from Stone.

Made At
Stone masonry
Recipe
2 Stone → 1 Stone brick (55 seconds)
Hunger Restored
-
Eaten By
-
Used For
Building material for many advanced buildings.

Coal

Fuel for heating homes and for making Armament.

Made At
Coal maker
Recipe
2 Wood → 1 Coal (36 seconds)
Hunger Restored
-
Eaten By
-
Used For
Heats homes in winter; a home that runs out loses 30 happiness. The Blacksmith also uses 2 Coal per Armament.

Iron

Mined metal for big buildings and Armament.

Made At
Iron quarry, built on an iron deposit
Recipe
Gathered from a deposit, no conversion
Hunger Restored
-
Eaten By
-
Used For
Building material for large late buildings such as the Mall and Ferris wheel, and the main input for Armament. A Regenerator restores a deposit slowly.

Armament

Military equipment for training soldiers and military upgrades.

Made At
Blacksmith
Recipe
4 Iron + 2 Coal → 1 Armament (100 seconds)
Hunger Restored
-
Eaten By
-
Used For
Trains soldiers (5 each) and mounted units (10 each), builds the Mystic Mine and pays for Arms Dealer upgrades.

Prismatic liquid

A late-game magical liquid for tower weapons, upgrades and marriage.

Made At
Prismatic liquid extractor, built on a purple pool
Recipe
1 Grain + 1 Grapes → 2 Prismatic liquid (50 seconds)
Hunger Restored
-
Eaten By
-
Used For
Ammunition for mounted tower weapons, higher Tinkers Guild upgrades, and marriage, which requires 300. Clearing troll camps also gives some.

How Resources Work in Fabledom

Resources come from buildings in two ways. Some buildings gather raw goods straight from the land, like lumber camps cutting trees or stone camps working a stone deposit. Others turn those raw goods into something more useful, such as a sawmill making planks from wood. Your Fablings staff these buildings and haul goods where they're needed, and anything extra is kept in a stockpile until it's used.

Most goods depend on one another, so it helps to think of them as chains. Wood feeds both planks and coal, and Grain feeds bread and prismatic liquid, so a gap early in a chain slows everything that comes after it. Keep the parts of each chain close together, and place workplaces near the homes of the Fablings who work there, since long walks slow production.

Food: What Fablings Eat and How to Grow It

Food is the first resource to get right, since residents go home to eat. Vegetables are the first crop to unlock and the easiest to get going, and each farm grows either Vegetables or Grain, never both.

Bread takes more work. Grain from wheat fields goes to a windmill to become Flour, and Flour goes to a bakery to become Bread. The bakery is usually the slowest step, and one windmill can keep one bakery supplied.

Fish comes from fish stands rather than farms, and it keeps coming through winter. Eggs come from Large chicken coops, which turn Grain into Eggs. Pork is raised at a Pigsty from Vegetables, with 4 Vegetables making 1 Pork, and only Commoners and Nobles eat it.

Winter is when food gets tested. During the cold months, it helps to move some farmers to lumber camps or coal areas, then send them back to the fields in spring. Having several kinds of food on hand also helps, since no single one runs out as fast.

Who Eats What: Peasants, Commoners and Nobles

Each class of Fabling eats a different mix, and that decides which foods your town needs. Peasants eat Homegrown, Vegetables, Fish, Eggs and Bread. Commoners eat Vegetables, Fish, Eggs, Bread and Pork. Nobles eat Eggs, Bread, Pork, Grapes and Grape juice.

Bread and Eggs are the only foods all three classes eat, so they're the safest to keep in stock. Grain and Flour are never eaten, so they only count as ingredients. Homegrown comes from attachments on Peasant Homesteads and stays in that home.

Wood, Planks and Coal Explained

Wood is the base for much of what follows. Lumber camps cut the trees in their area, and once those are gone, production stops unless the trees are replanted. Adding a forester keeps the forest growing. Sawmills then turn two wood into one plank, and planks are needed for the bigger homes you'll build later.

Coal is easy to overlook until the first cold snap. Coal makers turn two wood into one coal, and most of it goes to heating homes through winter. When coal runs short, homes turn cold and their residents lose happiness. Build your coal makers early.

Stone, Bricks and Iron Explained

Stone comes from stone camps and stone quarries. Both gather at the same speed, and the size of the deposit decides how much each one can hold, not how fast it works. Stone masonries turn two stone into one stone brick, and bricks are one of the main building materials for town houses later on.

Iron comes from iron quarries, which open once your village reaches Small Town size. Iron goes to the blacksmith, which combines it with coal to make armaments. Each armament takes 4 Iron and 2 Coal. Armaments are what your soldiers need, so this chain matters as soon as you start building up your defenses.

Prismatic Liquid, Storage and Trade

Each stockpile has one space limit shared by everything stored in it, from wood and stone to armaments and prismatic liquid. A large pile of one good takes room from the rest, so put stockpiles close to the buildings that fill them and the homes that use the goods.

Prismatic liquid is the special one. A prismatic liquid extractor turns one Grain and one Grape into two units, and it opens once your village becomes a Small City. Defensive towers draw on it as ammunition, which makes it a key stock for defending your kingdom.

Trade fills the gaps, and it goes through the Embassy. The Embassy unlocks at Big Town and needs four Commoners to open, and it carries 40 Coins in upkeep. Once it's running, you can buy the goods you're short on from neighboring kingdoms.

Which Fabledom Resources Matter Most

Early on, food and coal matter most, because they decide whether your residents stay content and healthy through the first winter. Wood comes right after, since planks and coal both start there. As your village grows, planks, stone bricks and iron become the goods to watch, because bigger buildings and your defenders need them in quantity. Prismatic liquid comes into play later, once you reach a Small City.

FAQ

Q.

Which foods fill Fablings up the most?

Pork restores the most hunger at 70, followed by Bread at 50. Eggs and Fish restore 30 each, Vegetables restore 10, and Homegrown restores 5. That means one Pork restores as much hunger as seven Vegetables.

Q.

Why are my Fablings going hungry when there's food in storage?

Fablings eat at home, and food only reaches a house after a worker hauls it there. If a worker gets stuck or has to travel far, a household can go hungry even with plenty of food in storage. Placing a few granaries near a group of homes helps the food reach them sooner.

Q.

Where do food and materials get stored?

Food goes into a Granary, which unlocks at the Hamlet milestone at 10 population and holds 450 across all food goods. Grain and Flour are stored there too, while materials such as wood, stone and armaments go into a Stockpile.

Q.

Do trade rates change from one kingdom to another?

They can. Your relationship with each ruler affects trade with their realm, so the same trade can work out differently from one kingdom to the next.

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