Inselnova Wiki Play

Goods

Goods are the durable cargo of the archipelago: chests, lanterns, tinctures, relic shards, and the odd crate of plunder. They are not another resource. You count them one by one, you keep them in a Workshop, and you spend them on the things gold cannot buy.

What goods exist

Every good in circulation, grouped by how rare it is.

Common goods

GoodWhat it is
Supply ChestDried food, water, rope, and pitch. Steadies a colonisation claim, and two chests will break a famine.
Arms CrateIssue-arms for fresh recruits. Speeds up troop training.
Fine RopeTarred ship's rope, trusted for climbs and rescues.
Repair TimberStubborn planks, ready to hand. Speeds up whatever your builders are raising.
Waxed SailclothOiled cloth that keeps the weather on the right side of the ship. Speeds up work in the shipyard.
Storm LanternA flame that holds in foul weather. Helps a colonisation ship limp home.
Medicine ChestBandages and bitter oils. Lifts a plague off an island.

Uncommon goods

GoodWhat it is
Bitter-Shore TinctureA salvaged apothecary's vial. Looks like medicine; the apothecaries who know where it came from will not handle it without gloves.
Old Guild SealA bronze seal from a vanished merchant house. Still opens doors — and hurries your scholars' research along.
Lumen CrystalBottled lumen, pressed at a Relic Workbench. Ships safely where raw lumen cannot; use it at a Church to pour the light back out.

Rare goods

GoodWhat it is
Salt-Worn TabletAn old stone of shifting marks. Shrine lore in the hand.
Blackened IdolA small black figure, always found upright. A Black Tide relic.
Compass FragmentA cracked bronze ring. Four feed the Relic Workbench.
The Wayward CompassFour fragments rebound into one needle. Use it to name a hidden god.
Pirate PlunderA hold of mismatched coin and plate. Sell it on, or crack it open and count the coin and gold yourself.

A few relic shards beyond the Compass Fragment are reserved and not yet in circulation. When they surface, they will follow the same rule: matching fragments combine into a finished relic at the Relic Workbench.

Master Quill
Master Quill: Margin note
Read a good before you sell it. A common chest is just trade stock, but a tincture or a compass is a single decisive moment in a bottle. The coins from selling one rarely match the swing of using it at the right time.

Goods are not resources

Gold, stone, lumber, and lumen pour into a single pool and pay for almost everything. Goods are the opposite: each one is a distinct item with its own purpose, held in the WorkshopWorkshop rather than the Storehouse. They do not rot and they do not decay, so a chest set aside today is still a chest a month from now.

Unlike raw lumen, goods travel well. A transport convoytransport convoy can carry goods between settlements alongside resources and troops — they are deducted when the convoy sails and arrive when it docks. The destination still needs a Workshop with shelf space: goods that have nowhere to land turn around and come home with the ships.

Where goods come from

Four currents feed your shelves, and most islands see all of them in time.

SourceWhat it gives
CraftingThe chests, lanterns, and relics your hired trade makes to order.
RaidingA chance at a durable find on top of the usual resource plunder.
ExpeditionsGoods awarded for finishing a route, or found mid-voyage.
The shoresGoods that wash up on islands for whoever sails out to collect them.

The Marketplace is the fifth: anything another Governor is willing to sell, you can buy, as long as you have the storage for it.

Trading goods

Most goods can be posted on the MarketplaceMarketplace, and the valuable ones are how a quiet rear island turns its surplus into gold. A few cannot be sold: reserved relic shards stay with you. Remember that a good sitting in an open offer still counts against your Workshop storage until the offer clears, so listing too much at once can block your own crafting.

Treasurer Mora
Treasurer Mora: Treasury habit
Buying a good drops it onto the island that made the purchase, and it still has to fit. Free up Workshop space before you go shopping, or the deal you wanted will have nowhere to land.

Reference

How likely is a raid to find a good?chance and rarity

Roughly half of successful raids turn up a durable good, and the great majority of those are common trade stock. Uncommon finds appear now and then; rare ones are a genuine surprise. Black Tide raids tilt a little more generous, both in the odds and in the rarity. Exact figures are balance data and shift between worlds.

Common questions

Can I move goods between my own islands?

Yes — send them with a transport convoytransport convoy, the same order that moves resources and troops. The receiving island needs a Workshop with room to spare; goods that cannot be stored on arrival are returned with the convoy.

Do goods expire?

No. Goods never decay. The only limit is space: your Workshop holds a fixed number, and goods in open Marketplace offers count against it until those offers clear.

Why can I not sell my relic fragments?

The reserved shards are bound to you and cannot be traded. Fragments are only useful at the Relic Workbench, where matching shards combine into a finished relic.

What happens when my Workshop is full?

New goods have nowhere to land. A finished craft waits, a raid find is left behind, and a purchase cannot complete. Sell, use, or ship out goods to make room, or raise the WorkshopWorkshop for more shelf space.